]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented support for GL_ARB_texture_compression - this is controlled
[xonotic/darkplaces.git] / gl_rmain.c
index 31594e2e30e72e652008d2a58f16c7e54097295e..cd9404ba6272dab721ea5f78677122105360f1d9 100644 (file)
@@ -61,6 +61,8 @@ cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels
 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -77,6 +79,7 @@ cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset m
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -140,6 +143,7 @@ svbsp_t r_svbsp;
 
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
+rtexture_t *r_texture_grey128;
 rtexture_t *r_texture_black;
 rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
@@ -232,6 +236,11 @@ static void R_BuildBlankTextures(void)
        data[2] = 255;
        data[3] = 255;
        r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 128;
+       data[1] = 128;
+       data[2] = 128;
+       data[3] = 255;
+       r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
        data[0] = 0;
        data[1] = 0;
        data[2] = 0;
@@ -485,6 +494,9 @@ static const char *builtinshaderstring =
 "\n"
 "uniform myhalf GlowScale;\n"
 "uniform myhalf SceneBrightness;\n"
+"#ifdef USECONTRASTBOOST\n"
+"uniform myhalf ContrastBoostCoeff;\n"
+"#endif\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
 "uniform float OffsetMapping_Bias;\n"
@@ -649,7 +661,11 @@ static const char *builtinshaderstring =
 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
+"#ifdef USECONTRASTBOOST\n"
+"      color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#else\n"
 "      color.rgb *= SceneBrightness;\n"
+"#endif\n"
 "\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
@@ -668,6 +684,7 @@ const char *permutationinfo[][2] =
        {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
        {"#define USEDIFFUSE\n", " diffuse"},
+       {"#define USECONTRASTBOOST\n", " contrastboost"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
@@ -779,6 +796,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
@@ -795,7 +813,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
        else
-               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
        if (shaderstring)
                Mem_Free(shaderstring);
 }
@@ -809,6 +827,28 @@ void R_GLSL_Restart_f(void)
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
+void R_GLSL_DumpShader_f(void)
+{
+       int i;
+
+       qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
+       if(!file)
+       {
+               Con_Printf("failed to write to glsl/default.glsl\n");
+               return;
+       }
+
+       FS_Print(file, "// The engine may define the following macros:\n");
+       FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
+       for (i = 0;permutationinfo[i][0];i++)
+               FS_Printf(file, "// %s", permutationinfo[i][0]);
+       FS_Print(file, "\n");
+       FS_Print(file, builtinshaderstring);
+       FS_Close(file);
+
+       Con_Printf("glsl/default.glsl written\n");
+}
+
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
@@ -820,14 +860,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        // fragment shader on features that are not being used
        const char *shaderfilename = NULL;
        unsigned int permutation = 0;
+       rtexture_t *nmap;
        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;
@@ -843,6 +884,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
@@ -861,6 +904,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else if (modellighting)
        {
@@ -882,6 +927,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else
        {
@@ -922,6 +969,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
@@ -931,14 +980,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                {
                        // remove features until we find a valid permutation
                        unsigned int i;
-                       for (i = SHADERPERMUTATION_MASK;;i>>=1)
+                       for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
                        {
                                if (!i)
-                                       return 0; // utterly failed
+                                       return 0; // no bit left to clear
                                // reduce i more quickly whenever it would not remove any bits
-                               if (permutation < i)
+                               if (!(permutation & i))
                                        continue;
-                               permutation &= i;
+                               permutation &= ~i;
                                if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                                        R_GLSL_CompilePermutation(shaderfilename, permutation);
                                if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
@@ -952,8 +1001,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        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]);
@@ -987,10 +1036,13 @@ 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));
+       nmap = rsurface.texture->currentskinframe->nmap;
+       if (gl_lightmaps.integer)
+               nmap = r_texture_blanknormalmap;
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(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_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));
@@ -999,11 +1051,26 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        //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_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_ContrastBoostCoeff >= 0)
+       {
+               // The formula used is actually:
+               //   color.rgb *= SceneBrightness;
+               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+               // I simplify that to
+               //   color.rgb *= [[SceneBrightness * ContrastBoost]];
+               //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
+               // and Black:
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+               // and do [[calculations]] here in the engine
+               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+       }
+       else
+               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]);
@@ -1171,7 +1238,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 
        basepixels_width = image_width;
        basepixels_height = image_height;
-       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
 
        if (textureflags & TEXF_ALPHA)
        {
@@ -1189,7 +1256,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                                pixels[j+2] = 255;
                                pixels[j+3] = basepixels[j+3];
                        }
-                       skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                }
        }
@@ -1199,7 +1266,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        {
                if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
@@ -1207,7 +1274,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -1215,17 +1282,17 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
                        Mem_Free(pixels);
                }
        }
        // _luma is supported for tenebrae compatibility
        // (I think it's a very stupid name, but oh well)
        // _glow is the preferred name
-       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
 
        if (basepixels)
                Mem_Free(basepixels);
@@ -1282,10 +1349,10 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo
                        temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
                        temp2 = temp1 + width * height * 4;
                        Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
                        Mem_Free(temp1);
                }
-               skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+               skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
                if (textureflags & TEXF_ALPHA)
                {
                        for (i = 3;i < width * height * 4;i += 4)
@@ -1297,7 +1364,7 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo
                                memcpy(fogpixels, skindata, width * height * 4);
                                for (i = 0;i < width * height * 4;i += 4)
                                        fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
-                               skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+                               skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
                                Mem_Free(fogpixels);
                        }
                }
@@ -1316,20 +1383,20 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo
                                Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
                                Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
                        }
-                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
                        Mem_Free(temp1);
                }
                // use either a custom palette, or the quake palette
-               skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
+               skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
                if (!palette && loadglowtexture)
-                       skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
+                       skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
                if (!palette && loadpantsandshirt)
                {
-                       skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
-                       skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
+                       skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
+                       skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
                }
                if (skinframe->pants || skinframe->shirt)
-                       skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
+                       skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
                if (textureflags & TEXF_ALPHA)
                {
                        // if not using a custom alphapalette, use the quake one
@@ -1339,7 +1406,7 @@ skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int lo
                                if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
                                        break;
                        if (i < width * height)
-                               skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+                               skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
                }
        }
 
@@ -1418,6 +1485,7 @@ void gl_main_shutdown(void)
        R_FreeTexturePool(&r_main_texturepool);
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
+       r_texture_grey128 = NULL;
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
@@ -1455,6 +1523,7 @@ void GL_Main_Init(void)
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
 
        Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+       Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
        // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
        if (gamemode == GAME_NEHAHRA)
        {
@@ -1493,6 +1562,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows);
        Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
+       Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
+       Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
@@ -1511,6 +1582,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
+       Cvar_RegisterVariable(&r_glsl_contrastboost);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
@@ -1889,34 +1961,48 @@ static void R_View_SetFrustum(void)
 
 
 
-       slopex = 1.0 / r_view.frustum_x;
-       slopey = 1.0 / r_view.frustum_y;
-       VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
-       VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
-       VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
-       VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
-       VectorCopy(r_view.forward, r_view.frustum[4].normal);
-       VectorNormalize(r_view.frustum[0].normal);
-       VectorNormalize(r_view.frustum[1].normal);
-       VectorNormalize(r_view.frustum[2].normal);
-       VectorNormalize(r_view.frustum[3].normal);
-       r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
-       r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
-       r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
-       r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
-       r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       if (r_view.useperspective)
+       {
+               slopex = 1.0 / r_view.frustum_x;
+               slopey = 1.0 / r_view.frustum_y;
+               VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+               VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
+               VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
+               VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
+               VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+               // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
+               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       }
+       else
+       {
+               VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
+               VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
+               VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
+               VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
+               VectorCopy(r_view.forward, r_view.frustum[4].normal);
+               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
+               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
+               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
+               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
+               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       }
+
        PlaneClassify(&r_view.frustum[0]);
        PlaneClassify(&r_view.frustum[1]);
        PlaneClassify(&r_view.frustum[2]);
        PlaneClassify(&r_view.frustum[3]);
        PlaneClassify(&r_view.frustum[4]);
 
-       // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
-
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
@@ -1956,7 +2042,9 @@ void R_View_Update(void)
 
 void R_SetupView(const matrix4x4_t *matrix)
 {
-       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+       if (!r_view.useperspective)
+               GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+       else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
        else
                GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
@@ -1987,7 +2075,7 @@ void R_ResetViewRendering2D(void)
        GL_DepthTest(false);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(0, 0);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
@@ -2020,7 +2108,7 @@ void R_ResetViewRendering3D(void)
        GL_DepthTest(true);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
@@ -2734,6 +2822,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
 
@@ -2870,6 +2959,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
        GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
@@ -2907,7 +2997,7 @@ 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);
 }
@@ -2966,6 +3056,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
 
        GL_DepthMask(false);
        GL_DepthRange(0, depthshort ? 0.0625 : 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!depthdisable);
 
        vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
@@ -3138,10 +3229,46 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->color[3] = a;
 }
 
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+       double index, f;
+       index = parms[2] + r_refdef.time * parms[3];
+       index -= floor(index);
+       switch (func)
+       {
+       default:
+       case Q3WAVEFUNC_NONE:
+       case Q3WAVEFUNC_NOISE:
+       case Q3WAVEFUNC_COUNT:
+               f = 0;
+               break;
+       case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+       case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+       case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+       case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+       case Q3WAVEFUNC_TRIANGLE:
+               index *= 4;
+               f = index - floor(index);
+               if (index < 1)
+                       f = f;
+               else if (index < 2)
+                       f = 1 - f;
+               else if (index < 3)
+                       f = -f;
+               else
+                       f = -(1 - f);
+               break;
+       }
+       return (float)(parms[0] + parms[1] * f);
+}
+
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
        int i;
        model_t *model = ent->model;
+       float f;
+       float tcmat[12];
+       q3shaderinfo_layer_tcmod_t *tcmod;
 
        // switch to an alternate material if this is a q1bsp animated material
        {
@@ -3162,7 +3289,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
-                       if (ent->frame != 0 && t->anim_total[1])
+                       if (ent->frame2 != 0 && t->anim_total[1])
                                t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
                        else
                                t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
@@ -3177,7 +3304,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
                        Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
-                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
+                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
                }
                t->currentskinframe = r_qwskincache_skinframe[i];
                if (t->currentskinframe == NULL)
@@ -3204,13 +3331,63 @@ 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;
 
+       for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
+       {
+               matrix4x4_t matrix;
+               switch(tcmod->tcmod)
+               {
+               case Q3TCMOD_COUNT:
+               case Q3TCMOD_NONE:
+                       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                               matrix = r_waterscrollmatrix;
+                       else
+                               matrix = identitymatrix;
+                       break;
+               case Q3TCMOD_ENTITYTRANSLATE:
+                       // this is used in Q3 to allow the gamecode to control texcoord
+                       // scrolling on the entity, which is not supported in darkplaces yet.
+                       Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
+                       break;
+               case Q3TCMOD_ROTATE:
+                       Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
+                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+                       Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
+                       break;
+               case Q3TCMOD_SCALE:
+                       Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
+                       break;
+               case Q3TCMOD_SCROLL:
+                       Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
+                       break;
+               case Q3TCMOD_STRETCH:
+                       f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+                       break;
+               case Q3TCMOD_TRANSFORM:
+                       VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
+                       VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
+                       VectorSet(tcmat +  6, 0                   , 0                , 1);
+                       VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
+                       Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
+                       break;
+               case Q3TCMOD_TURBULENT:
+                       // this is handled in the RSurf_PrepareVertices function
+                       matrix = identitymatrix;
+                       break;
+               }
+               // either replace or concatenate the transformation
+               if (i < 1)
+                       t->currenttexmatrix = matrix;
+               else
+               {
+                       matrix4x4_t temp = t->currenttexmatrix;
+                       Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
+               }
+       }
+
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_white;
@@ -3234,6 +3411,27 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        t->specularscale = r_shadow_gloss2intensity.value;
        }
 
+       // lightmaps mode looks bad with dlights using actual texturing, so turn
+       // off the colormap and glossmap, but leave the normalmap on as it still
+       // accurately represents the shading involved
+       if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+       {
+               t->basetexture = r_texture_white;
+               t->specularscale = 0;
+       }
+
+       t->currentpolygonfactor = r_refdef.polygonfactor;
+       t->currentpolygonoffset = r_refdef.polygonoffset;
+       // submodels are biased to avoid z-fighting with world surfaces that they
+       // may be exactly overlapping (avoids z-fighting artifacts on certain
+       // doors and things in Quake maps)
+       if (ent->model->brush.submodel)
+       {
+               t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
+               t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
+       }
+
+       VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
@@ -3280,10 +3478,13 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                else
                                {
                                        float colorscale;
+                                       // set the color tint used for lights affecting this surface
+                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
                                        colorscale = 2;
                                        // q3bsp has no lightmap updates, so the lightstylevalue that
                                        // would normally be baked into the lightmap must be
                                        // applied to the color
+                                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
                                        if (ent->model->type == mod_brushq3)
                                                colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
                                        colorscale *= r_refdef.lightmapintensity;
@@ -3343,7 +3544,7 @@ void R_Mesh_ResizeArrays(int newvertices)
        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]));
+       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;
@@ -3354,6 +3555,7 @@ void R_Mesh_ResizeArrays(int newvertices)
        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;
 }
 
 void RSurf_CleanUp(void)
@@ -3371,10 +3573,10 @@ void RSurf_CleanUp(void)
 
 void RSurf_ActiveWorldEntity(void)
 {
+       model_t *model = r_refdef.worldmodel;
        RSurf_CleanUp();
-       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);
@@ -3392,18 +3594,33 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.frameblend[2].lerp = 0;
        rsurface.frameblend[3].frame = 0;
        rsurface.frameblend[3].lerp = 0;
-       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.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;
@@ -3417,14 +3634,15 @@ void RSurf_ActiveWorldEntity(void)
        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.model = ent->model;
-       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 = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        R_Mesh_Matrix(&rsurface.matrix);
@@ -3438,7 +3656,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.frameblend[1] = ent->frameblend[1];
        rsurface.frameblend[2] = ent->frameblend[2];
        rsurface.frameblend[3] = ent->frameblend[3];
-       if (rsurface.model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
+       if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
@@ -3446,7 +3664,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = rsurface.array_modelsvector3f;
                        rsurface.modeltvector3f = rsurface.array_modeltvector3f;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
                }
                else if (wantnormals)
                {
@@ -3454,7 +3672,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
                }
                else
                {
@@ -3462,7 +3680,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
                }
                rsurface.modelvertex3f_bufferobject = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -3476,20 +3694,35 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        }
        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.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;
@@ -3502,24 +3735,44 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        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)
 {
+       int deformindex;
+       int texturesurfaceindex;
+       int i, j;
+       float amplitude;
+       float animpos;
+       float scale;
+       const float *v1, *in_tc;
+       float *out_tc;
+       float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+       float waveparms[4];
+       q3shaderinfo_deform_t *deform;
        // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
        if (rsurface.generatedvertex)
        {
-               if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                       generatetangents = true;
-               if (generatetangents)
+               if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
                        generatenormals = true;
+               for (i = 0;i < Q3MAXDEFORMS;i++)
+               {
+                       if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
+                       {
+                               generatetangents = true;
+                               generatenormals = true;
+                       }
+                       if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
+                               generatenormals = true;
+               }
                if (generatenormals && !rsurface.modelnormal3f)
                {
                        rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
                        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);
+                       Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
                }
                if (generatetangents && !rsurface.modelsvector3f)
                {
@@ -3529,79 +3782,182 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        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);
+                       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))
-       {
-               int texturesurfaceindex;
-               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++)
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       // if vertices are deformed (sprite flares and things in maps, possibly
+       // water waves, bulges and other deformations), generate them into
+       // rsurface.deform* arrays from whatever the rsurface.* arrays point to
+       // (may be static model data or generated data for an animated model, or
+       //  the previous deform pass)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       {
+               switch (deform->deform)
                {
-                       int i, j;
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       // a single autosprite surface can contain multiple sprites...
-                       for (j = 0;j < surface->num_vertices - 3;j += 4)
+               default:
+               case Q3DEFORM_PROJECTIONSHADOW:
+               case Q3DEFORM_TEXT0:
+               case Q3DEFORM_TEXT1:
+               case Q3DEFORM_TEXT2:
+               case Q3DEFORM_TEXT3:
+               case Q3DEFORM_TEXT4:
+               case Q3DEFORM_TEXT5:
+               case Q3DEFORM_TEXT6:
+               case Q3DEFORM_TEXT7:
+               case Q3DEFORM_NONE:
+                       break;
+               case Q3DEFORM_AUTOSPRITE:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // make deformed versions of only the model vertices used by the specified surfaces
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               VectorClear(center);
-                               for (i = 0;i < 4;i++)
-                                       VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                               VectorScale(center, 0.25f, center);
-                               if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               // a single autosprite surface can contain multiple sprites...
+                               for (j = 0;j < surface->num_vertices - 3;j += 4)
                                {
-                                       const float *v1, *v2;
-                                       float f, l;
-                                       struct
+                                       VectorClear(center);
+                                       for (i = 0;i < 4;i++)
+                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorScale(center, 0.25f, center);
+                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
+                                       VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
+                                       VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
+                                       for (i = 0;i < 4;i++)
                                        {
-                                               float length2;
-                                               int quadedge;
+                                               VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                                        }
-                                       shortest[2];
-                                       shortest[0].quadedge = shortest[1].quadedge = 0;
-                                       shortest[0].length2 = shortest[1].length2 = 0;
+                               }
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_AUTOSPRITE2:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // make deformed versions of only the model vertices used by the specified surfaces
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               const float *v1, *v2;
+                               vec3_t start, end;
+                               float f, l;
+                               struct
+                               {
+                                       float length2;
+                                       const float *v1;
+                                       const float *v2;
+                               }
+                               shortest[2];
+                               memset(shortest, 0, sizeof(shortest));
+                               // a single autosprite surface can contain multiple sprites...
+                               for (j = 0;j < surface->num_vertices - 3;j += 4)
+                               {
+                                       VectorClear(center);
+                                       for (i = 0;i < 4;i++)
+                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorScale(center, 0.25f, center);
                                        // 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]);
+                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+                                               v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+#if 0
+                                               Debug_PolygonBegin(NULL, 0, false, 0);
+                                               Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
+                                               Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
+                                               Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
+                                               Debug_PolygonEnd();
+#endif
                                                l = VectorDistance2(v1, v2);
+                                               // this length bias tries to make sense of square polygons, assuming they are meant to be upright
+                                               if (v1[2] != v2[2])
+                                                       l += (1.0f / 1024.0f);
                                                if (shortest[0].length2 > l || i == 0)
                                                {
                                                        shortest[1] = shortest[0];
                                                        shortest[0].length2 = l;
-                                                       shortest[0].quadedge = i;
+                                                       shortest[0].v1 = v1;
+                                                       shortest[0].v2 = v2;
                                                }
                                                else if (shortest[1].length2 > l || i == 1)
                                                {
                                                        shortest[1].length2 = l;
-                                                       shortest[1].quadedge = i;
+                                                       shortest[1].v1 = v1;
+                                                       shortest[1].v2 = v2;
                                                }
                                        }
-                                       // 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];
-                                       }
+                                       VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
+                                       VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
+                                       Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
+                                       Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
+                                       Debug_PolygonEnd();
+#endif
+                                       // this calculates the right vector from the shortest edge
+                                       // and the up vector from the edge midpoints
+                                       VectorSubtract(shortest[0].v1, shortest[0].v2, right);
+                                       VectorNormalize(right);
+                                       VectorSubtract(end, start, up);
+                                       VectorNormalize(up);
                                        // 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);
+                                       //VectorSubtract(rsurface.modelorg, center, forward);
+                                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+                                       VectorNegate(forward, forward);
+                                       VectorReflect(forward, 0, up, forward);
+                                       VectorNormalize(forward);
                                        CrossProduct(up, forward, newright);
-                                       // normalize the vectors involved
-                                       VectorNormalize(right);
                                        VectorNormalize(newright);
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
+                                       Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
+                                       Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
+                                       Debug_PolygonEnd();
+#endif
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 0);
+                                       Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
+                                       Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
+                                       Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
+                                       Debug_PolygonEnd();
+#endif
                                        // 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
@@ -3612,57 +3968,194 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        // 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);
+                                       l = 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);
+                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+                                               f = DotProduct(right, v1) - l;
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                                        }
                                }
-                               else
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_NORMAL:
+                       // deform the normals to make reflections wavey
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
                                {
-                                       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++)
+                                       float vertex[3];
+                                       float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
+                                       VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
+                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
+                                       normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       VectorNormalize(normal);
+                               }
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_WAVE:
+                       // deform vertex array to make wavey water and flags and such
+                       waveparms[0] = deform->waveparms[0];
+                       waveparms[1] = deform->waveparms[1];
+                       waveparms[2] = deform->waveparms[2];
+                       waveparms[3] = deform->waveparms[3];
+                       // this is how a divisor of vertex influence on deformation
+                       animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
+                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
+                                       VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                                       // if the wavefunc depends on time, evaluate it per-vertex
+                                       if (waveparms[3])
                                        {
-                                               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);
+                                               waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
+                                               scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
                                        }
+                                       VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                               }
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_BULGE:
+                       // deform vertex array to make the surface have moving bulges
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+                                       VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
                                }
                        }
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
-                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.array_deformednormal3f, rsurface.model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_MOVE:
+                       // deform vertex array
+                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
+                       VectorScale(deform->parms, scale, waveparms);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                                       VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
                }
-               rsurface.vertex3f = rsurface.array_deformedvertex3f;
-               rsurface.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;
+       // generate texcoords based on the chosen texcoord source
+       switch(rsurface.texture->tcgen.tcgen)
+       {
+       default:
+       case Q3TCGEN_TEXTURE:
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
+               break;
+       case Q3TCGEN_LIGHTMAP:
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
+               break;
+       case Q3TCGEN_VECTOR:
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
+                       {
+                               out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
+                               out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               break;
+       case Q3TCGEN_ENVIRONMENT:
+               // make environment reflections using a spheremap
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
+                       const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
+                       float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
+                       for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
+                       {
+                               float l, d, eyedir[3];
+                               VectorSubtract(rsurface.modelorg, vertex, eyedir);
+                               l = 0.5f / VectorLength(eyedir);
+                               d = DotProduct(normal, eyedir)*2;
+                               out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
+                               out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               break;
+       }
+       // the only tcmod that needs software vertex processing is turbulent, so
+       // check for it here and apply the changes if needed
+       // and we only support that as the first one
+       // (handling a mixture of turbulent and other tcmods would be problematic
+       //  without punting it entirely to a software path)
+       if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+       {
+               amplitude = rsurface.texture->tcmods[0].parms[1];
+               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+                       {
+                               out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                               out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
        }
+       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);
 }
 
@@ -3679,7 +4172,7 @@ 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)
        {
@@ -3692,10 +4185,10 @@ 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;
@@ -3704,7 +4197,7 @@ 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);
@@ -3726,7 +4219,7 @@ 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
@@ -3735,7 +4228,7 @@ 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));
                }
        }
 }
@@ -3757,7 +4250,7 @@ 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)
        {
@@ -3773,10 +4266,10 @@ 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;
@@ -3785,7 +4278,7 @@ 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);
@@ -3826,7 +4319,7 @@ 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");
@@ -3841,7 +4334,7 @@ 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));
                }
        }
 }
@@ -3859,7 +4352,7 @@ 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)));
                        }
                }
        }
@@ -3871,7 +4364,7 @@ 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));
                }
        }
 }
@@ -3984,7 +4477,7 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                        {
                                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)
@@ -4018,9 +4511,9 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
        }
        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);
@@ -4095,6 +4588,7 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (rsurface.mode != RSURFMODE_SHOWSURFACES)
@@ -4130,6 +4624,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                R_Mesh_Matrix(&rsurface.matrix);
        }
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
        GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        GL_DepthMask(true);
@@ -4139,7 +4634,7 @@ 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);
@@ -4180,16 +4675,16 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                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(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.model->surfmesh.data_texcoordlightmap2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordlightmap2f);
+       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
 
        GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+               R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL, 0, 0);
@@ -4206,7 +4701,7 @@ 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))
@@ -4270,15 +4765,15 @@ 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)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -4292,9 +4787,9 @@ 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;
@@ -4305,9 +4800,9 @@ 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
@@ -4377,9 +4872,9 @@ 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)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -4393,9 +4888,9 @@ 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);
                        }
@@ -4405,9 +4900,9 @@ 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);
                                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);
@@ -4420,9 +4915,9 @@ 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], 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;
@@ -4434,9 +4929,9 @@ 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);
                        }
                        else
@@ -4475,7 +4970,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
 {
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
-       r_shadow_rtlight = NULL;
+       rsurface.rtlight = NULL;
        CHECKGLERROR
        if (depthonly)
        {
@@ -4485,7 +4980,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                        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
@@ -4494,6 +4989,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                        GL_Color(1,1,1,1);
                }
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
                GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -4513,6 +5009,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                if (rsurface.mode != RSURFMODE_MULTIPASS)
                        rsurface.mode = RSURFMODE_MULTIPASS;
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
                GL_DepthTest(true);
                GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -4537,12 +5034,14 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
                GL_AlphaTest(false);
+               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
+               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                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)
@@ -4561,16 +5060,17 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        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 (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                        writedepth = true;
                GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
                GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
                GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               // 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;
+               // 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)
@@ -4604,7 +5104,7 @@ 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;
@@ -4615,7 +5115,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                texturesurfacelist[texturenumsurfaces++] = surface;
                for (;j < endsurface;j++)
                {
-                       surface = rsurface.model->data_surfaces + surfacelist[j];
+                       surface = rsurface.modelsurfaces + surfacelist[j];
                        if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
                                break;
                        texturesurfacelist[texturenumsurfaces++] = surface;
@@ -4660,7 +5160,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf
                        tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                        tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                        Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight);
+                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
                else
                {
@@ -4703,6 +5203,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
        GL_CullFace(GL_NONE);
        R_Mesh_Matrix(&identitymatrix);
@@ -4763,14 +5264,14 @@ void R_DrawCollisionBrushes(entity_render_t *ent)
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
        for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
                if (brush->colbrushf && brush->colbrushf->numtriangles)
                        R_DrawCollisionBrush(brush->colbrushf);
        for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
                if (surface->num_collisiontriangles)
                        R_DrawCollisionSurface(ent, surface);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 }
 
 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
@@ -4783,6 +5284,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
        CHECKGLERROR
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthMask(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        R_Mesh_ColorPointer(NULL, 0, 0);