]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added vid_sRGB cvar, this replaces the r_texture_sRGB* cvars and
[xonotic/darkplaces.git] / gl_rmain.c
index 5aed6a0554efb3242d0ed620d2e0496d45d91cb7..dc00d05eb19abbdeebfd24720e8b5c0d21509a72 100644 (file)
@@ -70,6 +70,9 @@ cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables
 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
+cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
+cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
@@ -115,8 +118,11 @@ cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset",
 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
+cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
+cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 
 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)"};
@@ -130,19 +136,25 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
 
-cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
-
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
+cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
+cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
+cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
+cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
+cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
+cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
+cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
+cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
+
 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_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
 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_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
@@ -204,6 +216,8 @@ cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
 extern cvar_t v_glslgamma;
@@ -217,6 +231,13 @@ static struct r_bloomstate_s
 
        int bloomwidth, bloomheight;
 
+       textype_t texturetype;
+       int viewfbo; // used to check if r_viewfbo cvar has changed
+
+       int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
+       rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
+       rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
+
        int screentexturewidth, screentextureheight;
        rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
 
@@ -633,6 +654,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEFOGINSIDE\n", " foginside"},
        {"#define USEFOGOUTSIDE\n", " fogoutside"},
        {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
+       {"#define USEFOGALPHAHACK\n", " fogalphahack"},
        {"#define USEGAMMARAMPS\n", " gammaramps"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
@@ -653,6 +675,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEREFLECTCUBE\n", " reflectcube"},
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
+       {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -794,7 +817,7 @@ typedef struct r_glsl_permutation_s
        int loc_LightColor;
        int loc_LightDir;
        int loc_LightPosition;
-       int loc_OffsetMapping_Scale;
+       int loc_OffsetMapping_ScaleSteps;
        int loc_PixelSize;
        int loc_ReflectColor;
        int loc_ReflectFactor;
@@ -840,9 +863,10 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
        SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
        SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
-       SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5  ///< postprocess uservec4 is enabled
+       SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
+       SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
 };
-#define SHADERSTATICPARMS_COUNT 6
+#define SHADERSTATICPARMS_COUNT 7
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
@@ -858,6 +882,8 @@ qboolean R_CompileShader_CheckStaticParms(void)
        // detect all
        if (r_glsl_saturation_redcompensate.integer)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
+       if (r_glsl_vertextextureblend_usebothalphas.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
        if (r_shadow_glossexact.integer)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
        if (r_glsl_postprocess.integer)
@@ -890,6 +916,7 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
 }
 
 /// information about each possible shader permutation
@@ -979,6 +1006,17 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
 
        strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
 
+       // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
+       if(vid.support.gl20shaders130)
+       {
+               vertstrings_list[vertstrings_count++] = "#version 130\n";
+               geomstrings_list[geomstrings_count++] = "#version 130\n";
+               fragstrings_list[fragstrings_count++] = "#version 130\n";
+               vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
+               geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
+               fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
+       }
+
        // the first pretext is which type of shader to compile as
        // (later these will all be bound together as a program object)
        vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
@@ -1096,7 +1134,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
                p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
                p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
-               p->loc_OffsetMapping_Scale        = qglGetUniformLocation(p->program, "OffsetMapping_Scale");
+               p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
                p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
                p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
                p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
@@ -1313,7 +1351,7 @@ typedef enum D3DPSREGISTER_e
        D3DPSREGISTER_LightColor = 21,
        D3DPSREGISTER_LightDir = 22, // unused
        D3DPSREGISTER_LightPosition = 23,
-       D3DPSREGISTER_OffsetMapping_Scale = 24,
+       D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
        D3DPSREGISTER_PixelSize = 25,
        D3DPSREGISTER_ReflectColor = 26,
        D3DPSREGISTER_ReflectFactor = 27,
@@ -1750,7 +1788,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 
 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
 {
-       DPSOFTRAST_SetShader(mode, permutation);
+       DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
        DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
        DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
        DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
@@ -1811,8 +1849,9 @@ void R_GLSL_Restart_f(void)
                        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
                break;
@@ -1885,6 +1924,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, first );
                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                R_Mesh_TexBind(1, second);
@@ -1922,6 +1962,7 @@ void R_SetupShader_DepthOrShadow(void)
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, 0);
                R_Mesh_TexBind(1, 0);
                break;
@@ -1954,6 +1995,7 @@ void R_SetupShader_ShowDepth(void)
                R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_GL11:
                break;
@@ -1987,193 +2029,53 @@ extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-static qboolean R_BlendFuncAllowsColormod(int src, int dst)
+
+#define BLENDFUNC_ALLOWS_COLORMOD      1
+#define BLENDFUNC_ALLOWS_FOG           2
+#define BLENDFUNC_ALLOWS_FOG_HACK0     4
+#define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
+#define BLENDFUNC_ALLOWS_ANYFOG        (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+static int R_BlendFuncFlags(int src, int dst)
 {
+       int r = 0;
+
        // a blendfunc allows colormod if:
        // a) it can never keep the destination pixel invariant, or
        // b) it can keep the destination pixel invariant, and still can do so if colormodded
        // this is to prevent unintended side effects from colormod
 
-       // in formulas:
-       // IF there is a (s, sa) for which for all (d, da),
-       //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
-       // THEN, for this (s, sa) and all (colormod, d, da):
-       //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
-       // OBVIOUSLY, this means that
-       //   s*colormod * src(s*colormod, d, sa, da) = 0
-       //   dst(s*colormod, d, sa, da)              = 1
-
-       // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
-
-       // main condition to leave dst color invariant:
-       //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
-       //   src == GL_ZERO:
-       //     s * 0 + d * dst(s, d, sa, da) == d
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is a problem for GL_SRC_COLOR only
-       //   src == GL_ONE:
-       //     s + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //   src == GL_SRC_COLOR:
-       //     s*s + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //   src == GL_ONE_MINUS_SRC_COLOR:
-       //     s*(1-s) + d * dst(s, d, sa, da) == d
-       //       => s == 0 or s == 1
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is a problem for GL_SRC_COLOR only
-       //   src == GL_DST_COLOR
-       //     s*d + d * dst(s, d, sa, da) == d
-       //       => s == 1
-       //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is always a problem
-       //     or
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //       => BUT, we do not know s! We must assume it is problematic
-       //       then... except in GL_ONE case, where we know all invariant
-       //       cases are fine
-       //   src == GL_ONE_MINUS_DST_COLOR
-       //     s*(1-d) + d * dst(s, d, sa, da) == d
-       //       => s == 0 (1-d is impossible to handle for our desired result)
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //   src == GL_SRC_ALPHA
-       //     s*sa + d * dst(s, d, sa, da) == d
-       //       => s == 0, or sa == 0
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod breaks in the case GL_SRC_COLOR only
-       //   src == GL_ONE_MINUS_SRC_ALPHA
-       //     s*(1-sa) + d * dst(s, d, sa, da) == d
-       //       => s == 0, or sa == 1
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod breaks in the case GL_SRC_COLOR only
-       //   src == GL_DST_ALPHA
-       //     s*da + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-
-       switch(src)
-       {
-               case GL_ZERO:
-               case GL_ONE_MINUS_SRC_COLOR:
-               case GL_SRC_ALPHA:
-               case GL_ONE_MINUS_SRC_ALPHA:
-                       if(dst == GL_SRC_COLOR)
-                               return false;
-                       return true;
-               case GL_ONE:
-               case GL_SRC_COLOR:
-               case GL_ONE_MINUS_DST_COLOR:
-               case GL_DST_ALPHA:
-               case GL_ONE_MINUS_DST_ALPHA:
-                       return true;
-               case GL_DST_COLOR:
-                       if(dst == GL_ONE)
-                               return true;
-                       return false;
-               default:
-                       return false;
-       }
-}
-static qboolean R_BlendFuncAllowsFog(int src, int dst)
-{
        // a blendfunc allows fog if:
-       // a) it can never keep the destination pixel invariant, or
-       // b) it can keep the destination pixel invariant, and still can do so if fogged
-       // this is to prevent unintended side effects from colormod
-
-       // main condition to leave dst color invariant:
-       //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
-       //   src == GL_ZERO:
-       //     s * 0 + d * dst(s, d, sa, da) == d
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog is a problem for GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR only
-       //   src == GL_ONE:
-       //     s + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog is a problem for all of them, because we require s == 0
-       //   src == GL_SRC_COLOR:
-       //     s*s + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog is a problem for all of them, because we require s == 0
-       //   src == GL_ONE_MINUS_SRC_COLOR:
-       //     s*(1-s) + d * dst(s, d, sa, da) == d
-       //       => s == 0 or s == 1
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog is a problem for all of them, because we require s == 0 or s == 1
-       //   src == GL_DST_COLOR
-       //     s*d + d * dst(s, d, sa, da) == d
-       //       => s == 1
-       //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog is a problem for all of them, because we require s == 1
-       //     or
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //       => BUT, we do not know s! We must assume it is problematic
-       //       then... except in GL_ONE case, where we know all invariant
-       //       cases are fine
-       //       => fog is a problem for all of them, because we require s == 0 or s == 1
-       //   src == GL_ONE_MINUS_DST_COLOR
-       //     s*(1-d) + d * dst(s, d, sa, da) == d
-       //       => s == 0 (1-d is impossible to handle for our desired result)
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod is never problematic for these
-       //       => fog is a problem for all of them, because we require s == 0
-       //   src == GL_SRC_ALPHA
-       //     s*sa + d * dst(s, d, sa, da) == d
-       //       => s == 0, or sa == 0
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog breaks in the case GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR only
-       //   src == GL_ONE_MINUS_SRC_ALPHA
-       //     s*(1-sa) + d * dst(s, d, sa, da) == d
-       //       => s == 0, or sa == 1
-       //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => colormod breaks in the case GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR only
-       //   src == GL_DST_ALPHA
-       //     s*da + d * dst(s, d, sa, da) == d
-       //       => s == 0
-       //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
-       //       => fog is a problem for all of them, because we require s == 0
-
-       switch(src)
-       {
-               case GL_ZERO:
-               case GL_SRC_ALPHA:
-               case GL_ONE_MINUS_SRC_ALPHA:
-                       if(dst == GL_SRC_COLOR || dst == GL_ONE_MINUS_SRC_COLOR)
-                               return false;
-                       return true;
-               case GL_ONE_MINUS_SRC_COLOR:
-               case GL_ONE_MINUS_DST_COLOR:
-                       if(dst == GL_ONE || dst == GL_SRC_COLOR || dst == GL_ONE_MINUS_SRC_COLOR || dst == GL_SRC_ALPHA || dst == GL_ONE_MINUS_SRC_ALPHA)
-                               return false;
-                       return true;
-               case GL_ONE:
-               case GL_SRC_COLOR:
-               case GL_DST_ALPHA:
-                       if(dst == GL_ONE || dst == GL_ONE_MINUS_SRC_COLOR || dst == GL_SRC_ALPHA || dst == GL_ONE_MINUS_SRC_ALPHA)
-                               return false;
-                       return true;
-               case GL_DST_COLOR:
-                       if(dst == GL_ZERO || dst == GL_ONE_MINUS_SRC_COLOR || dst == GL_SRC_ALPHA || dst == GL_ONE_MINUS_SRC_ALPHA)
-                               return false;
-                       return true;
-               case GL_ONE_MINUS_DST_ALPHA:
-                       return true;
-               default:
-                       return false;
-       }
+       // blend(fog(src), fog(dst)) == fog(blend(src, dst))
+       // this is to prevent unintended side effects from fog
+
+       // these checks are the output of fogeval.pl
+
+       r |= BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
+       if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+       if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
+       if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
+       if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
+
+       return r;
 }
+
 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
 {
        // select a permutation of the lighting shader appropriate to this
@@ -2182,8 +2084,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        // fragment shader on features that are not being used
        unsigned int permutation = 0;
        unsigned int mode = 0;
-       qboolean allow_colormod;
-       qboolean allow_fog;
+       int blendfuncflags;
        static float dummy_colormod[3] = {1, 1, 1};
        float *colormod = rsurface.colormod;
        float m16f[16];
@@ -2191,91 +2092,76 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                permutation |= SHADERPERMUTATION_ALPHAKILL;
+       if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
+               permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
        if (rsurfacepass == RSURFPASS_BACKGROUND)
        {
                // distorted background
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
-                       if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
-                               permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
                        if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
                        {
                                // this is the right thing to do for wateralpha
                                GL_BlendFunc(GL_ONE, GL_ZERO);
-                               allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
-                               allow_fog = R_BlendFuncAllowsFog(GL_ONE, GL_ZERO);
+                               blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
                        }
                        else
                        {
                                // this is the right thing to do for entity alpha
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               allow_fog = R_BlendFuncAllowsFog(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                               blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        }
                }
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
                        mode = SHADERMODE_REFRACTION;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       allow_fog = R_BlendFuncAllowsFog(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                else
                {
                        mode = SHADERMODE_GENERIC;
                        permutation |= SHADERPERMUTATION_DIFFUSE;
                        GL_BlendFunc(GL_ONE, GL_ZERO);
-                       allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
-                       allow_fog = R_BlendFuncAllowsFog(GL_ONE, GL_ZERO);
+                       blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
                }
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // normalmap (deferred prepass), may use alpha test on diffuse
                mode = SHADERMODE_DEFERREDGEOMETRY;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
-               allow_fog = R_BlendFuncAllowsFog(GL_ONE, GL_ZERO);
+               blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
        }
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -2302,22 +2188,18 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
-               allow_fog = R_BlendFuncAllowsFog(GL_SRC_ALPHA, GL_ONE);
+               blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2348,22 +2230,18 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2398,24 +2276,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                if (r_shadow_bouncegridtexture)
+               {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegriddirectional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2447,24 +2325,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                if (r_shadow_bouncegridtexture)
+               {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegriddirectional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
        else
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
-                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2532,17 +2410,20 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        mode = SHADERMODE_VERTEXCOLOR;
                }
                if (r_shadow_bouncegridtexture)
+               {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegriddirectional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
-               allow_fog = R_BlendFuncAllowsFog(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
-       if(!allow_colormod)
+       if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
                colormod = dummy_colormod;
-       if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-               allow_fog = allow_colormod; // we actually implement fog by colormodding with a color (f,f,f) for some f
-       if(!allow_fog)
+       if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
                permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
+       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+               permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
        case RENDERPATH_D3D9:
@@ -2606,7 +2487,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
                        else
                                hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
@@ -2638,7 +2519,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
                hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
                hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
-               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+               hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
@@ -2751,7 +2637,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                        {
-                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                               if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                        qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                                else
                                        qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
@@ -2793,11 +2679,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
                if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
                if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity);
+               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
 
                if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
                if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
@@ -2845,8 +2736,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
                CHECKGLERROR
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
@@ -2891,7 +2783,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
                        else
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
@@ -2932,7 +2824,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
-               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
@@ -3005,7 +2902,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                permutation |= SHADERPERMUTATION_CUBEFILTER;
        if (diffusescale > 0)
                permutation |= SHADERPERMUTATION_DIFFUSE;
-       if (specularscale > 0)
+       if (specularscale > 0 && r_shadow_gloss.integer > 0)
                permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
        if (r_shadow_usingshadowmap2d)
        {
@@ -3075,8 +2972,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
                if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
@@ -3291,7 +3189,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // check for DDS texture file first
        if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
        {
-               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
+               basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
                        return NULL;
        }
@@ -3329,7 +3227,7 @@ 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_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                if (textureflags & TEXF_ALPHA)
                {
                        for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
@@ -3351,16 +3249,16 @@ 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_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                                Mem_Free(pixels);
                        }
                }
                R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
-                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
+                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
-                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
        }
 
        if (r_loaddds)
@@ -3382,7 +3280,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                mymiplevel = savemiplevel;
                if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
@@ -3390,7 +3288,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(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_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -3398,60 +3296,60 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap_BGRA(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_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
-                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
        }
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
-               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
-                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
                Mem_Free(pixels);pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
-                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
-                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
+                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
-                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
+                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
-                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3463,7 +3361,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 }
 
 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
 {
        int i;
        unsigned char *temp1, *temp2;
@@ -3504,7 +3402,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
-       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 3;i < width * height * 4;i += 4)
@@ -3631,20 +3529,20 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        if (skinframe->qgenerateglow)
        {
                skinframe->qgenerateglow = false;
-               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
        }
 
        if (colormapped)
        {
                skinframe->qgeneratebase = false;
-               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
-               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
-               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
        }
        else
        {
                skinframe->qgeneratemerged = false;
-               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
+               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
        }
 
        if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
@@ -3791,7 +3689,7 @@ rtexture_t *R_LoadCubemap(const char *basename)
                        // generate an image name based on the base and and suffix
                        dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
                        {
                                // an image loaded, make sure width and height are equal
                                if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
@@ -3820,7 +3718,7 @@ rtexture_t *R_LoadCubemap(const char *basename)
                if (developer_loading.integer)
                        Con_Printf("loading cubemap \"%s\"\n", basename);
 
-               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -3941,6 +3839,7 @@ void gl_main_start(void)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
@@ -3949,6 +3848,7 @@ void gl_main_start(void)
                r_loadfog = false;
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 0);
@@ -3964,14 +3864,6 @@ void gl_main_start(void)
                r_loadgloss = false;
                r_loadfog = true;
                break;
-       case RENDERPATH_GLES2:
-               Cvar_SetValueQuick(&r_textureunits, 1);
-               Cvar_SetValueQuick(&gl_combine, 1);
-               Cvar_SetValueQuick(&r_glsl, 1);
-               r_loadnormalmap = true;
-               r_loadgloss = false;
-               r_loadfog = false;
-               break;
        }
 
        R_AnimCache_Free();
@@ -3984,6 +3876,9 @@ void gl_main_start(void)
        r_qwskincache = NULL;
        r_qwskincache_size = 0;
 
+       // due to caching of texture_t references, the collision cache must be reset
+       Collision_Cache_Reset(true);
+
        // set up r_skinframe loading system for textures
        memset(&r_skinframe, 0, sizeof(r_skinframe));
        r_skinframe.loadsequence = 1;
@@ -4030,6 +3925,7 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                if (r_maxqueries)
                        qglDeleteQueriesARB(r_maxqueries, r_queries);
@@ -4151,6 +4047,9 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_farclip_base);
        Cvar_RegisterVariable(&r_farclip_world);
        Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_deformvertexes);
+       Cvar_RegisterVariable(&r_transparent);
+       Cvar_RegisterVariable(&r_showoverdraw);
        Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
        Cvar_RegisterVariable(&r_showtris);
@@ -4193,21 +4092,30 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
        Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
        Cvar_RegisterVariable(&r_fog_exp2);
+       Cvar_RegisterVariable(&r_fog_clear);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_transparentdepthmasking);
+       Cvar_RegisterVariable(&r_transparent_sortmaxdist);
+       Cvar_RegisterVariable(&r_transparent_sortarraysize);
        Cvar_RegisterVariable(&r_texture_dds_load);
        Cvar_RegisterVariable(&r_texture_dds_save);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
+       Cvar_RegisterVariable(&r_viewfbo);
+       Cvar_RegisterVariable(&r_viewscale);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
        Cvar_RegisterVariable(&r_glsl_postprocess);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
@@ -4252,6 +4160,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_glsl_saturation);
        Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
+       Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
        Cvar_RegisterVariable(&r_framedatasize);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
@@ -4630,7 +4539,7 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
        else
        {
                // see if this ent is worth caching
-               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
+               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
                        return false;
                // get some memory for this entity and generate mesh data
                numvertices = model->surfmesh.num_vertices;
@@ -4662,8 +4571,9 @@ void R_AnimCache_CacheVisibleEntities(void)
        case RENDERPATH_D3D11:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                wanttangents = false;
                break;
        case RENDERPATH_SOFT:
@@ -4713,7 +4623,7 @@ static void R_View_UpdateEntityLighting (void)
                VectorClear(ent->modellight_ambient);
                VectorClear(ent->modellight_diffuse);
                VectorClear(tempdiffusenormal);
-               if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               if (ent->flags & RENDER_LIGHT)
                {
                        vec3_t org;
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
@@ -4724,7 +4634,7 @@ static void R_View_UpdateEntityLighting (void)
                        {
                                if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
                                        org[2] = org[2] + r_overheadsprites_pushback.value;
-                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
                        }
                        else
                                R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
@@ -4855,24 +4765,6 @@ static void R_View_UpdateEntityVisible (void)
                        if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
-               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
-                       // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
-               {
-                       for (i = 0;i < r_refdef.scene.numentities;i++)
-                       {
-                               ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
-                               {
-                                       samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
-                                       if (samples < 0)
-                                               continue; // temp entities do pvs only
-                                       if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
-                                               ent->last_trace_visibility = realtime;
-                                       if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
-                                               r_refdef.viewcache.entityvisible[i] = 0;
-                               }
-                       }
-               }
        }
        else
        {
@@ -4883,6 +4775,26 @@ static void R_View_UpdateEntityVisible (void)
                        r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
+       if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
+               // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
+       {
+               for (i = 0;i < r_refdef.scene.numentities;i++)
+               {
+                       if (!r_refdef.viewcache.entityvisible[i])
+                               continue;
+                       ent = r_refdef.scene.entities[i];
+                       if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
+                       {
+                               samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
+                               if (samples < 0)
+                                       continue; // temp entities do pvs only
+                               if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       ent->last_trace_visibility = realtime;
+                               if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                       r_refdef.viewcache.entityvisible[i] = 0;
+                       }
+               }
+       }
 }
 
 /// only used if skyrendermasked, and normally returns false
@@ -4917,6 +4829,17 @@ static void R_DrawModels(void)
                        continue;
                ent = r_refdef.scene.entities[i];
                r_refdef.stats.entities++;
+               /*
+               if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
+               {
+                       vec3_t f, l, u, o;
+                       Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
+                       Con_Printf("R_DrawModels\n");
+                       Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
+                       Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
+                       Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
+               }
+               */
                if (ent->model && ent->model->Draw != NULL)
                        ent->model->Draw(ent);
                else
@@ -5016,14 +4939,15 @@ static void R_View_SetFrustum(const int *scissor)
                        case RENDERPATH_D3D9:
                        case RENDERPATH_D3D10:
                        case RENDERPATH_D3D11:
-                       case RENDERPATH_SOFT:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                break;
+                       case RENDERPATH_SOFT:
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
+                       case RENDERPATH_GLES1:
                        case RENDERPATH_GLES2:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
@@ -5218,10 +5142,29 @@ void R_View_Update(void)
        R_View_UpdateEntityLighting();
 }
 
+float viewscalefpsadjusted = 1.0f;
+
+void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
+{
+       float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
+       scale = bound(0.03125f, scale, 1.0f);
+       *outwidth = (int)ceil(width * scale);
+       *outheight = (int)ceil(height * scale);
+}
+
+void R_Mesh_SetMainRenderTargets(void)
+{
+       if (r_bloomstate.fbo_framebuffer)
+               R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+       else
+               R_Mesh_ResetRenderTargets();
+}
+
 void R_SetupView(qboolean allowwaterclippingplane)
 {
        const float *customclipplane = NULL;
        float plane[4];
+       int scaledwidth, scaledheight;
        if (r_refdef.view.useclipplane && allowwaterclippingplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
@@ -5232,17 +5175,29 @@ void R_SetupView(qboolean allowwaterclippingplane)
                plane[0] = r_refdef.view.clipplane.normal[0];
                plane[1] = r_refdef.view.clipplane.normal[1];
                plane[2] = r_refdef.view.clipplane.normal[2];
-               plane[3] = dist;
-               customclipplane = plane;
+               plane[3] = -dist;
+               if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
        }
 
+       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
        if (!r_refdef.view.useperspective)
-               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
        else if (vid.stencil && r_useinfinitefarclip.integer)
-               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
+               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
        else
-               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+       R_Mesh_SetMainRenderTargets();
        R_SetViewport(&r_refdef.view.viewport);
+       if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
+       {
+               matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
+               float screenplane[4];
+               Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+               Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+               Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
+               Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
+               DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
+       }
 }
 
 void R_EntityMatrix(const matrix4x4_t *matrix)
@@ -5270,8 +5225,9 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
                case RENDERPATH_SOFT:
@@ -5294,6 +5250,7 @@ void R_ResetViewRendering2D(void)
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
        R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
+       R_Mesh_ResetRenderTargets();
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
        GL_Color(1, 1, 1, 1);
@@ -5313,6 +5270,7 @@ void R_ResetViewRendering2D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -5348,6 +5306,7 @@ void R_ResetViewRendering3D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -5397,8 +5356,9 @@ static void R_Water_StartFrame(void)
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                return;
        }
 
@@ -5736,6 +5696,7 @@ static void R_Water_ProcessPlanes(void)
                }
 
        }
+       if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
        r_waterstate.renderingscene = false;
        r_refdef.view = originalview;
        R_ResetViewRendering3D();
@@ -5753,6 +5714,27 @@ error:
 void R_Bloom_StartFrame(void)
 {
        int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
+       int viewwidth, viewheight;
+       textype_t textype;
+
+       if (r_viewscale_fpsscaling.integer)
+       {
+               double actualframetime;
+               double targetframetime;
+               double adjust;
+               actualframetime = r_refdef.lastdrawscreentime;
+               targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
+               adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
+               adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
+               if (r_viewscale_fpsscaling_stepsize.value > 0)
+                       adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               viewscalefpsadjusted += adjust;
+               viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
+       }
+       else
+               viewscalefpsadjusted = 1.0f;
+
+       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
 
        switch(vid.renderpath)
        {
@@ -5763,8 +5745,9 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                return;
        }
 
@@ -5779,8 +5762,8 @@ void R_Bloom_StartFrame(void)
        // calculate desired texture sizes
        if (vid.support.arb_texture_non_power_of_two)
        {
-               screentexturewidth = r_refdef.view.width;
-               screentextureheight = r_refdef.view.height;
+               screentexturewidth = vid.width;
+               screentextureheight = vid.height;
                bloomtexturewidth = r_bloomstate.bloomwidth;
                bloomtextureheight = r_bloomstate.bloomheight;
        }
@@ -5800,31 +5783,83 @@ void R_Bloom_StartFrame(void)
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
 
-       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
+       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
                screentexturewidth = screentextureheight = 0;
        if (!r_hdr.integer && !r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
 
+       textype = TEXTYPE_COLORBUFFER;
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
+               if (vid.support.ext_framebuffer_object)
+               {
+                       if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
+                       if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
+               }
+               break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+               break;
+       }
+
        // allocate textures as needed
-       if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
+       if (r_bloomstate.screentexturewidth != screentexturewidth
+        || r_bloomstate.screentextureheight != screentextureheight
+        || r_bloomstate.bloomtexturewidth != bloomtexturewidth
+        || r_bloomstate.bloomtextureheight != bloomtextureheight
+        || r_bloomstate.texturetype != textype
+        || r_bloomstate.viewfbo != r_viewfbo.integer)
        {
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               r_bloomstate.texture_bloom = NULL;
                if (r_bloomstate.texture_screen)
                        R_FreeTexture(r_bloomstate.texture_screen);
                r_bloomstate.texture_screen = NULL;
+               if (r_bloomstate.fbo_framebuffer)
+                       R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
+               r_bloomstate.fbo_framebuffer = 0;
+               if (r_bloomstate.texture_framebuffercolor)
+                       R_FreeTexture(r_bloomstate.texture_framebuffercolor);
+               r_bloomstate.texture_framebuffercolor = NULL;
+               if (r_bloomstate.texture_framebufferdepth)
+                       R_FreeTexture(r_bloomstate.texture_framebufferdepth);
+               r_bloomstate.texture_framebufferdepth = NULL;
                r_bloomstate.screentexturewidth = screentexturewidth;
                r_bloomstate.screentextureheight = screentextureheight;
                if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
-                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
-       }
-       if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
-       {
-               if (r_bloomstate.texture_bloom)
-                       R_FreeTexture(r_bloomstate.texture_bloom);
-               r_bloomstate.texture_bloom = NULL;
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
+               {
+                       // FIXME: choose depth bits based on a cvar
+                       r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
+                       r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                       r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+                       R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+                       // render depth into one texture and normalmap into the other
+                       if (qglDrawBuffer)
+                       {
+                               int status;
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                                       Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
+                       }
+               }
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
                if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
-                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               r_bloomstate.viewfbo = r_viewfbo.integer;
+               r_bloomstate.texturetype = textype;
        }
 
        // when doing a reduced render (HDR) we want to use a smaller area
@@ -5837,10 +5872,10 @@ void R_Bloom_StartFrame(void)
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
        r_bloomstate.screentexcoord2f[0] = 0;
-       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
-       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
        r_bloomstate.screentexcoord2f[5] = 0;
        r_bloomstate.screentexcoord2f[6] = 0;
        r_bloomstate.screentexcoord2f[7] = 0;
@@ -5862,6 +5897,7 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
@@ -5880,13 +5916,16 @@ void R_Bloom_StartFrame(void)
                break;
        }
 
-       if (r_hdr.integer || r_bloom.integer)
+       if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
        {
                r_bloomstate.enabled = true;
-               r_bloomstate.hdr = r_hdr.integer != 0;
+               r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
        }
 
        R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+
+       if (r_bloomstate.fbo_framebuffer)
+               r_refdef.view.clear = true;
 }
 
 void R_Bloom_CopyBloomTexture(float colorscale)
@@ -5895,6 +5934,7 @@ void R_Bloom_CopyBloomTexture(float colorscale)
 
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
+       R_Mesh_SetMainRenderTargets();
        R_SetViewport(&r_bloomstate.viewport);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
@@ -5904,8 +5944,9 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
+       case RENDERPATH_SOFT:
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                break;
        case RENDERPATH_D3D9:
@@ -5962,7 +6003,7 @@ void R_Bloom_MakeTexture(void)
 
        range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
        brighten = r_bloom_brighten.value;
-       if (r_hdr.integer)
+       if (r_bloomstate.hdr)
                brighten *= r_hdr_range.value;
        brighten = sqrt(brighten);
        if(range >= 1)
@@ -6097,6 +6138,7 @@ static void R_BlendView(void)
                        if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
 
                        R_ResetViewRendering2D();
+                       R_Mesh_SetMainRenderTargets();
 
                        if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
                        {
@@ -6136,8 +6178,9 @@ static void R_BlendView(void)
                                        case RENDERPATH_GL11:
                                        case RENDERPATH_GL13:
                                        case RENDERPATH_GL20:
-                                       case RENDERPATH_SOFT:
+                                       case RENDERPATH_GLES1:
                                        case RENDERPATH_GLES2:
+                                       case RENDERPATH_SOFT:
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        case RENDERPATH_D3D9:
@@ -6262,10 +6305,11 @@ static void R_BlendView(void)
                        break;
                }
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
                {
                        // apply a color tint to the whole view
@@ -6447,8 +6491,9 @@ void R_UpdateVariables(void)
                        // remove GLSL gamma texture
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        }
 }
@@ -6567,7 +6612,7 @@ void R_RenderView(void)
        r_refdef.view.clear = true;
 
        // this produces a bloom texture to be used in R_BlendView() later
-       if (r_hdr.integer && r_bloomstate.bloomwidth)
+       if (r_bloomstate.hdr)
        {
                R_HDR_RenderBloomTexture();
                // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
@@ -6826,11 +6871,14 @@ void R_RenderScene(void)
                }
        }
 
-       R_MeshQueue_RenderTransparent();
-       if (r_timereport_active)
-               R_TimeReport("drawtrans");
+       if (r_transparent.integer)
+       {
+               R_MeshQueue_RenderTransparent();
+               if (r_timereport_active)
+                       R_TimeReport("drawtrans");
+       }
 
-       if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
+       if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
        {
                r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
                if (r_timereport_active)
@@ -7368,7 +7416,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
 
 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
 {
-       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
        char name[MAX_QPATH];
        skinframe_t *skinframe;
        unsigned char pixels[296*194];
@@ -7471,7 +7519,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        else if (FAKELIGHT_ENABLED)
        {
-                       // no modellight if using fakelight for the map
+               // no modellight if using fakelight for the map
        }
        else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
@@ -7623,7 +7671,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        blendfunc2 = GL_ZERO;
                }
                // don't colormod evilblend textures
-               if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
+               if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
                        VectorSet(t->lightmapcolor, 1, 1, 1);
                depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -7843,7 +7891,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
+       if (model->surfmesh.isanimated && model->AnimateVertices)
        {
                if (ent->animcache_vertex3f)
                {
@@ -8229,7 +8277,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
        }
 
-       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
                switch (deform->deform)
                {
@@ -8597,7 +8645,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // if vertices are deformed (sprite flares and things in maps, possibly
        // water waves, bulges and other deformations), modify the copied vertices
        // in place
-       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
                switch (deform->deform)
                {
@@ -9316,6 +9364,12 @@ static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a
        float f;
        const float *v;
        float *c;
+
+       // fake shading
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+
        for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
        {
                f = 1 - RSurf_FogVertex(v);
@@ -9865,6 +9919,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
                break;
        case RENDERPATH_GL11:
@@ -9894,6 +9949,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
                break;
        case RENDERPATH_GL11:
@@ -9909,8 +9965,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        int texturenumsurfaces, endsurface;
        texture_t *texture;
        const msurface_t *surface;
-#define MAXBATCH_TRANSPARENTSURFACES 256
-       const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
+       const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
 
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
@@ -9931,8 +9986,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }
@@ -9994,7 +10050,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                texture = surface->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
                // scan ahead until we find a different texture
-               endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
+               endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
                if(FAKELIGHT_ENABLED)
@@ -10085,7 +10141,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
@@ -10163,7 +10219,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
@@ -10381,6 +10437,9 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        decal->texcoord2f[1][1] = t1[1];
        decal->texcoord2f[2][0] = t2[0];
        decal->texcoord2f[2][1] = t2[1];
+       TriangleNormal(v0, v1, v2, decal->plane);
+       VectorNormalize(decal->plane);
+       decal->plane[3] = DotProduct(v0, decal->plane);
 }
 
 extern cvar_t cl_decals_bias;
@@ -10407,11 +10466,23 @@ static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, flo
        vertex3f = rsurface.modelvertex3f;
        normal3f = rsurface.modelnormal3f;
 
-       for (cornerindex = 0;cornerindex < 3;cornerindex++)
+       if (normal3f)
+       {
+               for (cornerindex = 0;cornerindex < 3;cornerindex++)
+               {
+                       index = 3*e[cornerindex];
+                       VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
+               }
+       }
+       else
        {
-               index = 3*e[cornerindex];
-               VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
+               for (cornerindex = 0;cornerindex < 3;cornerindex++)
+               {
+                       index = 3*e[cornerindex];
+                       VectorCopy(vertex3f + index, v[cornerindex]);
+               }
        }
+
        // cull backfaces
        //TriangleNormal(v[0], v[1], v[2], normal);
        //if (DotProduct(normal, localnormal) < 0.0f)
@@ -10822,6 +10893,10 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                if (surfacevisible && !surfacevisible[decal->surfaceindex])
                        continue;
 
+               // skip backfaces
+               if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
+                       continue;
+
                // update color values for fading decals
                if (decal->lived >= cl_decals_time.value)
                        alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
@@ -10944,27 +11019,38 @@ void R_DrawDebugModel(void)
        dp_model_t *model = ent->model;
        vec3_t v;
 
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-               break;
-       case RENDERPATH_D3D9:
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_SOFT:
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_GLES2:
-               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+       if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
                return;
+
+       if (r_showoverdraw.value > 0)
+       {
+               float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
+               flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               GL_DepthTest(false);
+               GL_DepthMask(false);
+               GL_DepthRange(0, 1);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
+                               if (!rsurface.texture->currentlayers->depthmask)
+                                       GL_Color(c, 0, 0, 1.0f);
+                               else if (ent == r_refdef.scene.worldentity)
+                                       GL_Color(c, c, c, 1.0f);
+                               else
+                                       GL_Color(0, c, 0, 1.0f);
+                               R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+                               RSurf_DrawBatch();
+                       }
+               }
+               rsurface.texture = NULL;
        }
 
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
@@ -11026,7 +11112,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
-       if (r_showtris.integer || (r_shownormals.value != 0))
+       if (r_showtris.integer && qglPolygonMode)
        {
                if (r_showdisabledepthtest.integer)
                {
@@ -11038,6 +11124,7 @@ void R_DrawDebugModel(void)
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_DepthMask(true);
                }
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
@@ -11046,23 +11133,43 @@ void R_DrawDebugModel(void)
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
                                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
-                               if (r_showtris.value > 0)
-                               {
-                                       if (!rsurface.texture->currentlayers->depthmask)
-                                               GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
-                                       else if (ent == r_refdef.scene.worldentity)
-                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
-                                       else
-                                               GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
-                                       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
-                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                                       RSurf_DrawBatch();
-                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-                                       CHECKGLERROR
-                               }
+                               if (!rsurface.texture->currentlayers->depthmask)
+                                       GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
+                               else if (ent == r_refdef.scene.worldentity)
+                                       GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
+                               else
+                                       GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
+                               R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+                               RSurf_DrawBatch();
+                       }
+               }
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
+               rsurface.texture = NULL;
+       }
+
+       if (r_shownormals.value != 0 && qglBegin)
+       {
+               if (r_showdisabledepthtest.integer)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+               }
+               else
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
+                               qglBegin(GL_LINES);
                                if (r_shownormals.value < 0)
                                {
-                                       qglBegin(GL_LINES);
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11072,12 +11179,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
                                }
                                if (r_shownormals.value > 0 && rsurface.batchsvector3f)
                                {
-                                       qglBegin(GL_LINES);
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11087,9 +11191,6 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11099,9 +11200,6 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11111,9 +11209,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
                                }
+                               qglEnd();
+                               CHECKGLERROR
                        }
                }
                rsurface.texture = NULL;
@@ -11257,8 +11355,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
                        break;
                }
@@ -11275,8 +11374,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }