]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented tcmod (all forms)
[xonotic/darkplaces.git] / gl_rmain.c
index 00ef62a831ace8b82d0eba90432527ece3b2d217..b653cac36a1e4f9b6a485b08e1757f04eb709e20 100644 (file)
@@ -104,6 +104,8 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
+extern qboolean v_flipped_state;
+
 typedef struct r_glsl_bloomshader_s
 {
        int program;
@@ -213,7 +215,7 @@ float FogPoint_World(const vec3_t p)
 
 float FogPoint_Model(const vec3_t p)
 {
-       int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
+       int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
@@ -820,12 +822,12 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        unsigned int permutation = 0;
        r_glsl_permutation = NULL;
        // TODO: implement geometry-shader based shadow volumes someday
-       if (r_shadow_rtlight)
+       if (rsurface.rtlight)
        {
                // light source
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
                        permutation |= SHADERPERMUTATION_DIFFUSE;
@@ -833,7 +835,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -842,16 +844,16 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
        }
-       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                // bright unshaded geometry
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               if (rsurface_texture->currentskinframe->glow)
+               if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -866,13 +868,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-               if (rsurface_texture->currentskinframe->glow)
+               if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (specularscale > 0)
                        permutation |= SHADERPERMUTATION_SPECULAR;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -886,10 +888,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                // lightmapped wall
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
-                       if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                       if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
@@ -908,11 +910,11 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        // ordinary lightmapping
                        permutation |= 0;
                }
-               if (rsurface_texture->currentskinframe->glow)
+               if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -947,11 +949,11 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
        if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
        {
-               if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
-               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
+               if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
                if (permutation & SHADERPERMUTATION_DIFFUSE)
                {
                        if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
@@ -971,13 +973,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
                if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
                if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
                if (r_glsl_permutation->loc_LightDir >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
        }
        else
        {
@@ -985,44 +987,44 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
                if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
        }
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
-       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
-       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
-       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
        if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
        //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
        //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
-               if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
+               if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
        }
-       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
-               if (rsurface_texture->currentskinframe->pants)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
+               if (rsurface.texture->currentskinframe->pants)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_Color_Shirt >= 0)
        {
-               if (rsurface_texture->currentskinframe->shirt)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
+               if (rsurface.texture->currentskinframe->shirt)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
-       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
+       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
        CHECKGLERROR
        return permutation;
@@ -2463,7 +2465,7 @@ void R_UpdateVariables(void)
        r_refdef.rtworld = r_shadow_realtime_world.integer;
        r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
        r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
        r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
@@ -2905,7 +2907,7 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -2952,6 +2954,16 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
 
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
+
+       if(v_flipped_state)
+       {
+               scalex1 = -scalex1;
+               scalex2 = -scalex2;
+               GL_CullFace(GL_BACK);
+       }
+       else
+               GL_CullFace(GL_FRONT);
+
        GL_DepthMask(false);
        GL_DepthRange(0, depthshort ? 0.0625 : 1);
        GL_DepthTest(!depthdisable);
@@ -3126,10 +3138,45 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->color[3] = a;
 }
 
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+       double index, f;
+       index = parms[2] + r_refdef.time * parms[3];
+       index -= floor(index);
+       switch (func)
+       {
+       default:
+       case Q3WAVEFUNC_NONE:
+       case Q3WAVEFUNC_NOISE:
+       case Q3WAVEFUNC_COUNT:
+               f = 0;
+               break;
+       case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+       case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+       case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+       case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+       case Q3WAVEFUNC_TRIANGLE:
+               index *= 4;
+               f = index - floor(index);
+               if (index < 1)
+                       f = f;
+               else if (index < 2)
+                       f = 1 - f;
+               else if (index < 3)
+                       f = -f;
+               else
+                       f = -(1 - f);
+               break;
+       }
+       return (float)(parms[0] + parms[1] * f);
+}
+
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
        int i;
        model_t *model = ent->model;
+       float f;
+       float tcmat[12];
 
        // switch to an alternate material if this is a q1bsp animated material
        {
@@ -3192,13 +3239,51 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
        if (ent->flags & RENDER_VIEWMODEL)
                t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
-       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
-               t->currenttexmatrix = r_waterscrollmatrix;
-       else
-               t->currenttexmatrix = identitymatrix;
        if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
 
+       switch(t->tcmod)
+       {
+       case Q3TCMOD_COUNT:
+       case Q3TCMOD_NONE:
+               if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                       t->currenttexmatrix = r_waterscrollmatrix;
+               else
+                       t->currenttexmatrix = identitymatrix;
+               break;
+       case Q3TCMOD_ENTITYTRANSLATE:
+               // this is used in Q3 to allow the gamecode to control texcoord
+               // scrolling on the entity, which is not supported in darkplaces yet.
+               Matrix4x4_CreateTranslate(&t->currenttexmatrix, 0, 0, 0);
+               break;
+       case Q3TCMOD_ROTATE:
+               Matrix4x4_CreateTranslate(&t->currenttexmatrix, 0.5, 0.5, 0);
+               Matrix4x4_ConcatRotate(&t->currenttexmatrix, t->tcmod_parms[0] * r_refdef.time, 0, 0, 1);
+               Matrix4x4_ConcatTranslate(&t->currenttexmatrix, -0.5, -0.5, 0);
+               break;
+       case Q3TCMOD_SCALE:
+               Matrix4x4_CreateScale3(&t->currenttexmatrix, t->tcmod_parms[0], t->tcmod_parms[1], 1);
+               break;
+       case Q3TCMOD_SCROLL:
+               Matrix4x4_CreateTranslate(&t->currenttexmatrix, t->tcmod_parms[0] * r_refdef.time, t->tcmod_parms[1] * r_refdef.time, 0);
+               break;
+       case Q3TCMOD_STRETCH:
+               f = 1.0f / R_EvaluateQ3WaveFunc(t->tcmod_wavefunc, t->tcmod_parms);
+               Matrix4x4_CreateFromQuakeEntity(&t->currenttexmatrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+               break;
+       case Q3TCMOD_TRANSFORM:
+               VectorSet(tcmat +  0, t->tcmod_parms[0], t->tcmod_parms[1], 0);
+               VectorSet(tcmat +  3, t->tcmod_parms[2], t->tcmod_parms[3], 0);
+               VectorSet(tcmat +  6, 0                , 0                , 1);
+               VectorSet(tcmat +  9, t->tcmod_parms[4], t->tcmod_parms[5], 0);
+               Matrix4x4_FromArray12FloatGL(&t->currenttexmatrix, tcmat);
+               break;
+       case Q3TCMOD_TURBULENT:
+               // this is handled in the RSurf_PrepareVertices function
+               t->currenttexmatrix = identitymatrix;
+               break;
+       }
+
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_white;
@@ -3321,235 +3406,249 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
                        R_UpdateTextureInfo(ent, ent->model->data_textures + i);
 }
 
-int rsurface_array_size = 0;
-float *rsurface_array_modelvertex3f = NULL;
-float *rsurface_array_modelsvector3f = NULL;
-float *rsurface_array_modeltvector3f = NULL;
-float *rsurface_array_modelnormal3f = NULL;
-float *rsurface_array_deformedvertex3f = NULL;
-float *rsurface_array_deformedsvector3f = NULL;
-float *rsurface_array_deformedtvector3f = NULL;
-float *rsurface_array_deformednormal3f = NULL;
-float *rsurface_array_color4f = NULL;
-float *rsurface_array_texcoord3f = NULL;
+rsurfacestate_t rsurface;
 
 void R_Mesh_ResizeArrays(int newvertices)
 {
        float *base;
-       if (rsurface_array_size >= newvertices)
+       if (rsurface.array_size >= newvertices)
                return;
-       if (rsurface_array_modelvertex3f)
-               Mem_Free(rsurface_array_modelvertex3f);
-       rsurface_array_size = (newvertices + 1023) & ~1023;
-       base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
-       rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
-       rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
-       rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
-       rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
-       rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
-       rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
-       rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
-       rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
-       rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
-       rsurface_array_color4f           = base + rsurface_array_size * 27;
+       if (rsurface.array_modelvertex3f)
+               Mem_Free(rsurface.array_modelvertex3f);
+       rsurface.array_size = (newvertices + 1023) & ~1023;
+       base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
+       rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
+       rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
+       rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
+       rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
+       rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
+       rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
+       rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
+       rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
+       rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
+       rsurface.array_color4f           = base + rsurface.array_size * 27;
+       rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
 }
 
-float *rsurface_modelvertex3f;
-int rsurface_modelvertex3f_bufferobject;
-size_t rsurface_modelvertex3f_bufferoffset;
-float *rsurface_modelsvector3f;
-int rsurface_modelsvector3f_bufferobject;
-size_t rsurface_modelsvector3f_bufferoffset;
-float *rsurface_modeltvector3f;
-int rsurface_modeltvector3f_bufferobject;
-size_t rsurface_modeltvector3f_bufferoffset;
-float *rsurface_modelnormal3f;
-int rsurface_modelnormal3f_bufferobject;
-size_t rsurface_modelnormal3f_bufferoffset;
-float *rsurface_vertex3f;
-int rsurface_vertex3f_bufferobject;
-size_t rsurface_vertex3f_bufferoffset;
-float *rsurface_svector3f;
-int rsurface_svector3f_bufferobject;
-size_t rsurface_svector3f_bufferoffset;
-float *rsurface_tvector3f;
-int rsurface_tvector3f_bufferobject;
-size_t rsurface_tvector3f_bufferoffset;
-float *rsurface_normal3f;
-int rsurface_normal3f_bufferobject;
-size_t rsurface_normal3f_bufferoffset;
-float *rsurface_lightmapcolor4f;
-int rsurface_lightmapcolor4f_bufferobject;
-size_t rsurface_lightmapcolor4f_bufferoffset;
-vec3_t rsurface_modelorg;
-qboolean rsurface_generatedvertex;
-const entity_render_t *rsurface_entity;
-const model_t *rsurface_model;
-texture_t *rsurface_texture;
-qboolean rsurface_uselightmaptexture;
-rsurfmode_t rsurface_mode;
-int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
-
 void RSurf_CleanUp(void)
 {
        CHECKGLERROR
-       if (rsurface_mode == RSURFMODE_GLSL)
+       if (rsurface.mode == RSURFMODE_GLSL)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
        GL_AlphaTest(false);
-       rsurface_mode = RSURFMODE_NONE;
-       rsurface_uselightmaptexture = false;
-       rsurface_texture = NULL;
+       rsurface.mode = RSURFMODE_NONE;
+       rsurface.uselightmaptexture = false;
+       rsurface.texture = NULL;
 }
 
 void RSurf_ActiveWorldEntity(void)
 {
+       model_t *model = r_refdef.worldmodel;
        RSurf_CleanUp();
-       rsurface_entity = r_refdef.worldentity;
-       rsurface_model = r_refdef.worldmodel;
-       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       if (rsurface.array_size < model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+       rsurface.matrix = identitymatrix;
+       rsurface.inversematrix = identitymatrix;
        R_Mesh_Matrix(&identitymatrix);
-       VectorCopy(r_view.origin, rsurface_modelorg);
-       rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
-       rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
-       rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
-       rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
-       rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
-       rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
-       rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
-       rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
-       rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
-       rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
-       rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
-       rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
-       rsurface_generatedvertex = false;
-       rsurface_vertex3f  = rsurface_modelvertex3f;
-       rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
-       rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
-       rsurface_svector3f = rsurface_modelsvector3f;
-       rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
-       rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
-       rsurface_tvector3f = rsurface_modeltvector3f;
-       rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
-       rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
-       rsurface_normal3f  = rsurface_modelnormal3f;
-       rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
-       rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+       VectorCopy(r_view.origin, rsurface.modelorg);
+       VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+       VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+       VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+       VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
+       VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+       rsurface.frameblend[0].frame = 0;
+       rsurface.frameblend[0].lerp = 1;
+       rsurface.frameblend[1].frame = 0;
+       rsurface.frameblend[1].lerp = 0;
+       rsurface.frameblend[2].frame = 0;
+       rsurface.frameblend[2].lerp = 0;
+       rsurface.frameblend[3].frame = 0;
+       rsurface.frameblend[3].lerp = 0;
+       rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
+       rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+       rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+       rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+       rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+       rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+       rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
+       rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+       rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
+       rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+       rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+       rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
+       rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+       rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
+       rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelelement3i = model->surfmesh.data_element3i;
+       rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+       rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+       rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+       rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+       rsurface.modelsurfaces = model->data_surfaces;
+       rsurface.generatedvertex = false;
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
+       model_t *model = ent->model;
        RSurf_CleanUp();
-       rsurface_entity = ent;
-       rsurface_model = ent->model;
-       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
-       if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
+       if (rsurface.array_size < model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+       rsurface.matrix = ent->matrix;
+       rsurface.inversematrix = ent->inversematrix;
+       R_Mesh_Matrix(&rsurface.matrix);
+       Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
+       VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+       VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
+       VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
+       VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
+       VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+       rsurface.frameblend[0] = ent->frameblend[0];
+       rsurface.frameblend[1] = ent->frameblend[1];
+       rsurface.frameblend[2] = ent->frameblend[2];
+       rsurface.frameblend[3] = ent->frameblend[3];
+       if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
-                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-                       rsurface_modelsvector3f = rsurface_array_modelsvector3f;
-                       rsurface_modeltvector3f = rsurface_array_modeltvector3f;
-                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
                }
                else if (wantnormals)
                {
-                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-                       rsurface_modelsvector3f = NULL;
-                       rsurface_modeltvector3f = NULL;
-                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelsvector3f = NULL;
+                       rsurface.modeltvector3f = NULL;
+                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
                }
                else
                {
-                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-                       rsurface_modelsvector3f = NULL;
-                       rsurface_modeltvector3f = NULL;
-                       rsurface_modelnormal3f = NULL;
-                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelsvector3f = NULL;
+                       rsurface.modeltvector3f = NULL;
+                       rsurface.modelnormal3f = NULL;
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
                }
-               rsurface_modelvertex3f_bufferobject = 0;
-               rsurface_modelvertex3f_bufferoffset = 0;
-               rsurface_modelsvector3f_bufferobject = 0;
-               rsurface_modelsvector3f_bufferoffset = 0;
-               rsurface_modeltvector3f_bufferobject = 0;
-               rsurface_modeltvector3f_bufferoffset = 0;
-               rsurface_modelnormal3f_bufferobject = 0;
-               rsurface_modelnormal3f_bufferoffset = 0;
-               rsurface_generatedvertex = true;
+               rsurface.modelvertex3f_bufferobject = 0;
+               rsurface.modelvertex3f_bufferoffset = 0;
+               rsurface.modelsvector3f_bufferobject = 0;
+               rsurface.modelsvector3f_bufferoffset = 0;
+               rsurface.modeltvector3f_bufferobject = 0;
+               rsurface.modeltvector3f_bufferoffset = 0;
+               rsurface.modelnormal3f_bufferobject = 0;
+               rsurface.modelnormal3f_bufferoffset = 0;
+               rsurface.generatedvertex = true;
        }
        else
        {
-               rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
-               rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
-               rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
-               rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
-               rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
-               rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
-               rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
-               rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
-               rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
-               rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
-               rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
-               rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
-               rsurface_generatedvertex = false;
-       }
-       rsurface_vertex3f  = rsurface_modelvertex3f;
-       rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
-       rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
-       rsurface_svector3f = rsurface_modelsvector3f;
-       rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
-       rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
-       rsurface_tvector3f = rsurface_modeltvector3f;
-       rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
-       rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
-       rsurface_normal3f  = rsurface_modelnormal3f;
-       rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
-       rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+               rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
+               rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+               rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+               rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+               rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+               rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+               rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
+               rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+               rsurface.generatedvertex = false;
+       }
+       rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
+       rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+       rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+       rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
+       rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+       rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
+       rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelelement3i = model->surfmesh.data_element3i;
+       rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+       rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+       rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+       rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+       rsurface.modelsurfaces = model->data_surfaces;
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
+static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
-       if (rsurface_generatedvertex)
+       // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
+       if (rsurface.generatedvertex)
        {
-               if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+               if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                        generatetangents = true;
                if (generatetangents)
                        generatenormals = true;
-               if (generatenormals && !rsurface_modelnormal3f)
+               if (generatenormals && !rsurface.modelnormal3f)
                {
-                       rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
-                       rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
-                       rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
-                       Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
                }
-               if (generatetangents && !rsurface_modelsvector3f)
+               if (generatetangents && !rsurface.modelsvector3f)
                {
-                       rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
-                       rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
-                       rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
-                       rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
-                       rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
-                       rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+                       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
                }
        }
-       // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
-       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface.deform* arrays from whatever the rsurface.model* array pointers point to (may be static model data or generated data for an animated model)
+       if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
                int texturesurfaceindex;
-               float center[3], forward[3], right[3], up[3], v[4][3];
-               matrix4x4_t matrix1, imatrix1;
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
+               float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+               Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+               Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+               Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+               VectorNormalize(newforward);
+               VectorNormalize(newright);
+               VectorNormalize(newup);
                // make deformed versions of only the model vertices used by the specified surfaces
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
@@ -3560,59 +3659,148 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        {
                                VectorClear(center);
                                for (i = 0;i < 4;i++)
-                                       VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                                VectorScale(center, 0.25f, center);
-                               if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               {
+                                       const float *v1, *v2;
+                                       float f, l;
+                                       struct
+                                       {
+                                               float length2;
+                                               int quadedge;
+                                       }
+                                       shortest[2];
+                                       shortest[0].quadedge = shortest[1].quadedge = 0;
+                                       shortest[0].length2 = shortest[1].length2 = 0;
+                                       // find the two shortest edges, then use them to define the
+                                       // axis vectors for rotating around the central axis
+                                       for (i = 0;i < 6;i++)
+                                       {
+                                               v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+                                               v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+                                               l = VectorDistance2(v1, v2);
+                                               if (shortest[0].length2 > l || i == 0)
+                                               {
+                                                       shortest[1] = shortest[0];
+                                                       shortest[0].length2 = l;
+                                                       shortest[0].quadedge = i;
+                                               }
+                                               else if (shortest[1].length2 > l || i == 1)
+                                               {
+                                                       shortest[1].length2 = l;
+                                                       shortest[1].quadedge = i;
+                                               }
+                                       }
+                                       // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
+                                       for (i = 0;i < 3;i++)
+                                       {
+                                               right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+                                                        + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
+                                               up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
+                                                     + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+                                                     - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
+                                                     - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
+                                       }
+                                       // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
+                                       VectorSubtract(rsurface.modelorg, center, forward);
+                                       CrossProduct(up, forward, newright);
+                                       // normalize the vectors involved
+                                       VectorNormalize(right);
+                                       VectorNormalize(newright);
+                                       // rotate the quad around the up axis vector, this is made
+                                       // especially easy by the fact we know the quad is flat,
+                                       // so we only have to subtract the center position and
+                                       // measure distance along the right vector, and then
+                                       // multiply that by the newright vector and add back the
+                                       // center position
+                                       // we also need to subtract the old position to undo the
+                                       // displacement from the center, which we do with a
+                                       // DotProduct, the subtraction/addition of center is also
+                                       // optimized into DotProducts here
+                                       l = DotProduct(newright, center) - DotProduct(right, center);
+                                       for (i = 0;i < 4;i++)
+                                       {
+                                               v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i);
+                                               f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
+                                               VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       }
+                               }
+                               else
                                {
-                                       forward[0] = rsurface_modelorg[0] - center[0];
-                                       forward[1] = rsurface_modelorg[1] - center[1];
-                                       forward[2] = 0;
-                                       VectorNormalize(forward);
-                                       right[0] = forward[1];
-                                       right[1] = -forward[0];
-                                       right[2] = 0;
-                                       VectorSet(up, 0, 0, 1);
+                                       VectorCopy((rsurface.modelnormal3f  + 3 * surface->num_firstvertex) + j*3, forward);
+                                       VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
+                                       VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
+                                       for (i = 0;i < 4;i++)
+                                       {
+                                               VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       }
                                }
-                               // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                               Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                               Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                               for (i = 0;i < 4;i++)
-                                       Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                               for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
-                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
                }
-               rsurface_vertex3f = rsurface_array_deformedvertex3f;
-               rsurface_vertex3f_bufferobject = 0;
-               rsurface_vertex3f_bufferoffset = 0;
-               rsurface_svector3f = rsurface_array_deformedsvector3f;
-               rsurface_svector3f_bufferobject = 0;
-               rsurface_svector3f_bufferoffset = 0;
-               rsurface_tvector3f = rsurface_array_deformedtvector3f;
-               rsurface_tvector3f_bufferobject = 0;
-               rsurface_tvector3f_bufferoffset = 0;
-               rsurface_normal3f = rsurface_array_deformednormal3f;
-               rsurface_normal3f_bufferobject = 0;
-               rsurface_normal3f_bufferoffset = 0;
+               rsurface.vertex3f = rsurface.array_deformedvertex3f;
+               rsurface.vertex3f_bufferobject = 0;
+               rsurface.vertex3f_bufferoffset = 0;
+               rsurface.svector3f = rsurface.array_deformedsvector3f;
+               rsurface.svector3f_bufferobject = 0;
+               rsurface.svector3f_bufferoffset = 0;
+               rsurface.tvector3f = rsurface.array_deformedtvector3f;
+               rsurface.tvector3f_bufferobject = 0;
+               rsurface.tvector3f_bufferoffset = 0;
+               rsurface.normal3f = rsurface.array_deformednormal3f;
+               rsurface.normal3f_bufferobject = 0;
+               rsurface.normal3f_bufferoffset = 0;
        }
        else
        {
-               rsurface_vertex3f  = rsurface_modelvertex3f;
-               rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
-               rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
-               rsurface_svector3f = rsurface_modelsvector3f;
-               rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
-               rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
-               rsurface_tvector3f = rsurface_modeltvector3f;
-               rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
-               rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
-               rsurface_normal3f  = rsurface_modelnormal3f;
-               rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
-               rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
-       }
-       R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
+               rsurface.vertex3f  = rsurface.modelvertex3f;
+               rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+               rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+               rsurface.svector3f = rsurface.modelsvector3f;
+               rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+               rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+               rsurface.tvector3f = rsurface.modeltvector3f;
+               rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+               rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+               rsurface.normal3f  = rsurface.modelnormal3f;
+               rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+               rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       }
+       if (rsurface.texture->tcmod == Q3TCMOD_TURBULENT)
+       {
+               // make turbulent versions of only the texcoords used by the specified surfaces
+               int texturesurfaceindex;
+               float amplitude = rsurface.texture->tcmod_parms[1];
+               float animpos = rsurface.texture->tcmod_parms[2] + r_refdef.time * rsurface.texture->tcmod_parms[3];
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       int j;
+                       const float *v1, *in_tc;
+                       float *out_tc;
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.modeltexcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+                       {
+                               out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                               out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+       }
+       else
+       {
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
+       }
+       rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
+       rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+       rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+       R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
 }
 
 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
@@ -3628,7 +3816,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
        if (texturenumsurfaces == 1)
        {
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3641,10 +3829,10 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                                continue;
                        }
-                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+                       memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
                        batchtriangles = surface->num_triangles;
                        firstvertex = surface->num_firstvertex;
                        endvertex = surface->num_firstvertex + surface->num_vertices;
@@ -3653,7 +3841,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                                surface2 = texturesurfacelist[j];
                                if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
                                        break;
-                               memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+                               memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
                                batchtriangles += surface2->num_triangles;
                                firstvertex = min(firstvertex, surface2->num_firstvertex);
                                endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
@@ -3675,7 +3863,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
        else
@@ -3684,7 +3872,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                {
                        surface = texturesurfacelist[i];
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3706,7 +3894,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                if (deluxemaptexunit >= 0)
                        R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3722,10 +3910,10 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                                continue;
                        }
-                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+                       memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
                        batchtriangles = surface->num_triangles;
                        firstvertex = surface->num_firstvertex;
                        endvertex = surface->num_firstvertex + surface->num_vertices;
@@ -3734,7 +3922,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                                surface2 = texturesurfacelist[j];
                                if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
                                        break;
-                               memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+                               memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
                                batchtriangles += surface2->num_triangles;
                                firstvertex = min(firstvertex, surface2->num_firstvertex);
                                endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
@@ -3747,7 +3935,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
        else if (r_batchmode.integer == 1)
        {
 #if 0
-               Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+               Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
                for (i = 0;i < texturenumsurfaces;i = j)
                {
                        surface = texturesurfacelist[i];
@@ -3757,7 +3945,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        Con_Printf(" %i", j - i);
                }
                Con_Printf("\n");
-               Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+               Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
 #endif
                for (i = 0;i < texturenumsurfaces;i = j)
                {
@@ -3775,7 +3963,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
 #if 0
                Con_Printf("\n");
@@ -3790,7 +3978,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        if (deluxemaptexunit >= 0)
                                R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3808,7 +3996,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        {
                                float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
                                GL_Color(f, f, f, 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
                        }
                }
        }
@@ -3820,7 +4008,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
                        GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3831,13 +4019,13 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
        int i;
        float f;
        float *v, *c, *c2;
-       if (rsurface_lightmapcolor4f)
+       if (rsurface.lightmapcolor4f)
        {
                // generate color arrays for the surfaces in this list
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                       for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
                                f = FogPoint_Model(v);
                                c2[0] = c[0] * f;
@@ -3852,7 +4040,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
                                f = FogPoint_Model(v);
                                c2[0] = f;
@@ -3862,9 +4050,9 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        }
                }
        }
-       rsurface_lightmapcolor4f = rsurface_array_color4f;
-       rsurface_lightmapcolor4f_bufferobject = 0;
-       rsurface_lightmapcolor4f_bufferoffset = 0;
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
@@ -3872,12 +4060,12 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
        int texturesurfaceindex;
        int i;
        float *c, *c2;
-       if (!rsurface_lightmapcolor4f)
+       if (!rsurface.lightmapcolor4f)
                return;
        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
                {
                        c2[0] = c[0] * r;
                        c2[1] = c[1] * g;
@@ -3885,20 +4073,20 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
                        c2[3] = c[3] * a;
                }
        }
-       rsurface_lightmapcolor4f = rsurface_array_color4f;
-       rsurface_lightmapcolor4f_bufferobject = 0;
-       rsurface_lightmapcolor4f_bufferoffset = 0;
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize
-       rsurface_lightmapcolor4f = NULL;
-       rsurface_lightmapcolor4f_bufferobject = 0;
-       rsurface_lightmapcolor4f_bufferoffset = 0;
+       rsurface.lightmapcolor4f = NULL;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
 }
@@ -3907,12 +4095,12 @@ static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **text
 {
        // TODO: optimize applyfog && applycolor case
        // just apply fog if necessary, and tint the fog color array if necessary
-       rsurface_lightmapcolor4f = NULL;
-       rsurface_lightmapcolor4f_bufferobject = 0;
-       rsurface_lightmapcolor4f_bufferoffset = 0;
+       rsurface.lightmapcolor4f = NULL;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3929,11 +4117,11 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
                        {
                                if (surface->lightmapinfo->samples)
                                {
-                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
                                        float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
                                        VectorScale(lm, scale, c);
                                        if (surface->lightmapinfo->styles[1] != 255)
@@ -3961,19 +4149,19 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                                c[3] = 1;
                        }
                }
-               rsurface_lightmapcolor4f = rsurface_array_color4f;
-               rsurface_lightmapcolor4f_bufferobject = 0;
-               rsurface_lightmapcolor4f_bufferoffset = 0;
+               rsurface.lightmapcolor4f = rsurface.array_color4f;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
        }
        else
        {
-               rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
-               rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
-               rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
+               rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+               rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+               rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
        }
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3989,13 +4177,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        vec3_t lightdir;
        // TODO: optimize
        // model lighting
-       VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
-       ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
-       ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
-       ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
-       diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
-       diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
-       diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+       VectorCopy(rsurface.modellight_lightdir, lightdir);
+       ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
+       ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
+       ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
+       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
+       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
+       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
        if (VectorLength2(diffusecolor) > 0)
        {
                // generate color arrays for the surfaces in this list
@@ -4003,9 +4191,9 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        int numverts = surface->num_vertices;
-                       v = rsurface_vertex3f + 3 * surface->num_firstvertex;
-                       c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
-                       c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+                       v = rsurface.vertex3f + 3 * surface->num_firstvertex;
+                       c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
+                       c = rsurface.array_color4f + 4 * surface->num_firstvertex;
                        // q3-style directional shading
                        for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
                        {
@@ -4021,34 +4209,34 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                b = 1;
                a = 1;
                applycolor = false;
-               rsurface_lightmapcolor4f = rsurface_array_color4f;
-               rsurface_lightmapcolor4f_bufferobject = 0;
-               rsurface_lightmapcolor4f_bufferoffset = 0;
+               rsurface.lightmapcolor4f = rsurface.array_color4f;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
        }
        else
        {
                r = ambientcolor[0];
                g = ambientcolor[1];
                b = ambientcolor[2];
-               rsurface_lightmapcolor4f = NULL;
-               rsurface_lightmapcolor4f_bufferobject = 0;
-               rsurface_lightmapcolor4f_bufferoffset = 0;
+               rsurface.lightmapcolor4f = NULL;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
        }
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       if (rsurface.mode != RSURFMODE_SHOWSURFACES)
        {
-               rsurface_mode = RSURFMODE_SHOWSURFACES;
+               rsurface.mode = RSURFMODE_SHOWSURFACES;
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_ColorPointer(NULL, 0, 0);
@@ -4061,26 +4249,26 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa
 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // transparent sky would be ridiculous
-       if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+       if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                return;
-       if (rsurface_mode != RSURFMODE_SKY)
+       if (rsurface.mode != RSURFMODE_SKY)
        {
-               if (rsurface_mode == RSURFMODE_GLSL)
+               if (rsurface.mode == RSURFMODE_GLSL)
                {
                        qglUseProgramObjectARB(0);CHECKGLERROR
                }
-               rsurface_mode = RSURFMODE_SKY;
+               rsurface.mode = RSURFMODE_SKY;
        }
        if (skyrendernow)
        {
                skyrendernow = false;
                R_Sky();
                // restore entity matrix
-               R_Mesh_Matrix(&rsurface_entity->matrix);
+               R_Mesh_Matrix(&rsurface.matrix);
        }
-       GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -4088,7 +4276,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        // in Quake3 maps as it causes problems with q3map2 sky tricks,
        // and skymasking also looks very bad when noclipping outside the
        // level, so don't use it then either.
-       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+       if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
        {
                GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
                R_Mesh_ColorPointer(NULL, 0, 0);
@@ -4115,34 +4303,35 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
 
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       if (rsurface_mode != RSURFMODE_GLSL)
+       if (rsurface.mode != RSURFMODE_GLSL)
        {
-               rsurface_mode = RSURFMODE_GLSL;
+               rsurface.mode = RSURFMODE_GLSL;
                R_Mesh_ResetTextureState();
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
+       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
        if (!r_glsl_permutation)
                return;
 
-       if (rsurface_lightmode == 2)
+       if (rsurface.lightmode == 2)
                RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
        else
                RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
-       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
 
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
-       else if (rsurface_uselightmaptexture)
+       else if (rsurface.uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
@@ -4154,14 +4343,14 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
+               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
        }
 
-       if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+       if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
                RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
        else
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+       if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
 }
@@ -4175,14 +4364,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface_mode != RSURFMODE_MULTIPASS)
-               rsurface_mode = RSURFMODE_MULTIPASS;
+       if (rsurface.mode != RSURFMODE_MULTIPASS)
+               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                vec4_t layercolor;
                int layertexrgbscale;
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
                        if (layerindex == 0)
                                GL_AlphaTest(true);
@@ -4218,19 +4407,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                case TEXTURELAYERTYPE_LITTEXTURE:
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(r_texture_white);
-                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
-                       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+                       m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                        m.tex[1] = R_GetTexture(layer->texture);
                        m.texmatrix[1] = layer->texmatrix;
                        m.texrgbscale[1] = layertexrgbscale;
-                       m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                       m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
-                       m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                       m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
-                       if (rsurface_lightmode == 2)
+                       if (rsurface.lightmode == 2)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
-                       else if (rsurface_uselightmaptexture)
+                       else if (rsurface.uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else
                                RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -4240,9 +4429,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
                        m.texrgbscale[0] = layertexrgbscale;
-                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
@@ -4253,19 +4442,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        {
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        }
                        R_Mesh_TextureState(&m);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+                       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                int i;
                                float f, *v, *c;
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
                                        f = 1 - FogPoint_Model(v);
                                        c[0] = layercolor[0];
@@ -4282,7 +4471,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                GL_LockArrays(0, 0);
        }
        CHECKGLERROR
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
                GL_AlphaTest(false);
@@ -4297,12 +4486,12 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface_mode != RSURFMODE_MULTIPASS)
-               rsurface_mode = RSURFMODE_MULTIPASS;
+       if (rsurface.mode != RSURFMODE_MULTIPASS)
+               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
                        if (layerindex == 0)
                                GL_AlphaTest(true);
@@ -4325,13 +4514,13 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                // first the lightmap pass
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(r_texture_white);
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+                               m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface_lightmode == 2)
+                               if (rsurface.lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-                               else if (rsurface_uselightmaptexture)
+                               else if (rsurface.uselightmaptexture)
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -4341,9 +4530,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
                                RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
@@ -4353,11 +4542,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface_lightmode == 2)
+                               if (rsurface.lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
@@ -4368,23 +4557,23 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
-                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        // singletexture fogging
-                       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+                       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
                        if (layer->texture)
                        {
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
                        }
                        else
@@ -4395,7 +4584,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                int i;
                                float f, *v, *c;
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
                                        f = 1 - FogPoint_Model(v);
                                        c[0] = layer->color[0];
@@ -4412,7 +4601,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                GL_LockArrays(0, 0);
        }
        CHECKGLERROR
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
                GL_AlphaTest(false);
@@ -4421,19 +4610,19 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
 
 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
 {
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
-       r_shadow_rtlight = NULL;
+       rsurface.rtlight = NULL;
        CHECKGLERROR
        if (depthonly)
        {
-               if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
                        return;
-               if (rsurface_mode != RSURFMODE_MULTIPASS)
-                       rsurface_mode = RSURFMODE_MULTIPASS;
+               if (rsurface.mode != RSURFMODE_MULTIPASS)
+                       rsurface.mode = RSURFMODE_MULTIPASS;
                if (r_depthfirst.integer == 3)
                {
-                       int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
+                       int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
                        GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
                }
                else
@@ -4441,8 +4630,8 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                        GL_ColorMask(0,0,0,0);
                        GL_Color(1,1,1,1);
                }
-               GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
@@ -4458,11 +4647,11 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                return;
        else if (r_showsurfaces.integer)
        {
-               if (rsurface_mode != RSURFMODE_MULTIPASS)
-                       rsurface_mode = RSURFMODE_MULTIPASS;
-               GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               if (rsurface.mode != RSURFMODE_MULTIPASS)
+                       rsurface.mode = RSURFMODE_MULTIPASS;
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
                GL_DepthTest(true);
-               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
@@ -4476,11 +4665,11 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        else if (gl_lightmaps.integer)
        {
                rmeshstate_t m;
-               if (rsurface_mode != RSURFMODE_MULTIPASS)
-                       rsurface_mode = RSURFMODE_MULTIPASS;
-               GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               if (rsurface.mode != RSURFMODE_MULTIPASS)
+                       rsurface.mode = RSURFMODE_MULTIPASS;
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
                GL_DepthTest(true);
-               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
@@ -4488,38 +4677,37 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                R_Mesh_ColorPointer(NULL, 0, 0);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_texture_white);
-               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
-               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+               m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                R_Mesh_TextureState(&m);
-               RSurf_PrepareVerticesForBatch(rsurface_lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
-               if (rsurface_lightmode == 2)
+               RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface.lightmode == 2)
                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-               else if (rsurface_uselightmaptexture)
+               else if (rsurface.uselightmaptexture)
                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                else
                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
-       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
                r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
-       else if (rsurface_texture->currentnumlayers)
+       else if (rsurface.texture->currentnumlayers)
        {
                // write depth for anything we skipped on the depth-only pass earlier
-               if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+               if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
                        writedepth = true;
-               GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
-               GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-               GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
-               GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
-               GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
-               rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
+               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                if (r_glsl.integer && gl_support_fragment_shader)
                        R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
                else if (gl_combine.integer && r_textureunits.integer >= 2)
@@ -4553,19 +4741,19 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        for (i = 0;i < numsurfaces;i = j)
        {
                j = i + 1;
-               surface = rsurface_model->data_surfaces + surfacelist[i];
+               surface = rsurface.modelsurfaces + surfacelist[i];
                texture = surface->texture;
                R_UpdateTextureInfo(ent, texture);
-               rsurface_texture = texture->currentframe;
-               rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
+               rsurface.texture = texture->currentframe;
+               rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
                endsurface = min(i + 1024, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
                for (;j < endsurface;j++)
                {
-                       surface = rsurface_model->data_surfaces + surfacelist[j];
-                       if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+                       surface = rsurface.modelsurfaces + surfacelist[j];
+                       if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
                                break;
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
@@ -4576,7 +4764,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        RSurf_CleanUp();
 }
 
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
 {
        int i, j;
        vec3_t tempcenter, center;
@@ -4585,21 +4773,21 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask
        for (i = 0;i < numsurfaces;i = j)
        {
                j = i + 1;
-               // texture is the base texture pointer, rsurface_texture is the
+               // texture is the base texture pointer, rsurface.texture is the
                // current frame/skin the texture is directing us to use (for example
                // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
-               rsurface_texture = texture->currentframe;
-               rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
-               if (!(rsurface_texture->currentmaterialflags & flagsmask))
+               rsurface.texture = texture->currentframe;
+               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               if (!(rsurface.texture->currentmaterialflags & flagsmask))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
                        for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
                                ;
                        continue;
                }
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                {
                        // transparent surfaces get pushed off into the transparent queue
                        const msurface_t *surface = surfacelist[i];
@@ -4608,13 +4796,13 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask
                        tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
                        tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                        tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                       Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
                else
                {
                        // simply scan ahead until we find a different texture or lightmap state
-                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
                                ;
                        // render the range of surfaces
                        R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
@@ -4740,13 +4928,13 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
        {
                if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
                        continue;
-               rsurface_texture = surface->texture->currentframe;
-               if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+               rsurface.texture = surface->texture->currentframe;
+               if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                {
                        RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
                        if (drawtris)
                        {
-                               if (!rsurface_texture->currentlayers->depthmask)
+                               if (!rsurface.texture->currentlayers->depthmask)
                                        GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
                                else if (ent == r_refdef.worldentity)
                                        GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
@@ -4757,7 +4945,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0;k < surface->num_triangles;k++, elements += 3)
                                {
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
                                        GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
                                        GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
                                        GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
@@ -4771,9 +4959,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                {
-                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       VectorCopy(rsurface.vertex3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+                                       VectorMA(v, 8, rsurface.svector3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
                                }
                                qglEnd();
@@ -4782,9 +4970,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                {
-                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       VectorCopy(rsurface.vertex3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+                                       VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
                                }
                                qglEnd();
@@ -4793,9 +4981,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                {
-                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       VectorCopy(rsurface.vertex3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+                                       VectorMA(v, 8, rsurface.normal3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
                                }
                                qglEnd();
@@ -4803,7 +4991,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                        }
                }
        }
-       rsurface_texture = NULL;
+       rsurface.texture = NULL;
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
@@ -4841,8 +5029,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_uselightmaptexture = false;
-       rsurface_texture = NULL;
+       rsurface.uselightmaptexture = false;
+       rsurface.texture = NULL;
        numsurfacelist = 0;
        j = model->firstmodelsurface;
        endj = j + model->nummodelsurfaces;
@@ -4867,14 +5055,14 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
@@ -4927,8 +5115,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_uselightmaptexture = false;
-       rsurface_texture = NULL;
+       rsurface.uselightmaptexture = false;
+       rsurface.texture = NULL;
        numsurfacelist = 0;
        surface = model->data_surfaces + model->firstmodelsurface;
        endsurface = surface + model->nummodelsurfaces;
@@ -4945,13 +5133,13 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        counttriangles += surface->num_triangles;
                        if (numsurfacelist >= maxsurfacelist)
                        {
-                               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
                                numsurfacelist = 0;
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();