]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fix some warnings
[xonotic/darkplaces.git] / gl_rmain.c
index f80dbca8bd693a78659c84ed4dc2ad9f1d6a2dc2..e6cd203e78cb3db411968386a568a349acffdebb 100644 (file)
@@ -87,6 +87,7 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 
 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)"};
@@ -102,8 +103,6 @@ cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for
 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
-cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
@@ -371,9 +370,9 @@ static void R_BuildNormalizationCube(void)
                                        break;
                                }
                                intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[side][y][x][0] = 128.0f + intensity * v[0];
-                               data[side][y][x][1] = 128.0f + intensity * v[1];
-                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+                               data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
+                               data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
                                data[side][y][x][3] = 255;
                        }
                }
@@ -415,41 +414,16 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
-"// use half floats if available for math performance\n"
-"#ifdef GEFORCEFX\n"
-"#define myhalf half\n"
-"#define myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 vec4\n"
-"#endif\n"
-"\n"
 "varying vec2 TexCoord;\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
 "varying vec2 TexCoordLightmap;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"varying myhvec3 CubeVector;\n"
-"#endif\n"
 "\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"varying vec3 CubeVector;\n"
 "varying vec3 LightVector;\n"
-"#endif\n"
-"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "varying vec3 EyeVector;\n"
-"#endif\n"
 "\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
-"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
-"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
-"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n"
-"#endif\n"
+"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
 "\n"
 "\n"
@@ -457,28 +431,20 @@ static const char *builtinshaderstring =
 "// vertex shader specific:\n"
 "#ifdef VERTEX_SHADER\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
 "uniform vec3 LightPosition;\n"
-"#endif\n"
-"\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "uniform vec3 EyePosition;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhvec3 LightDir;\n"
-"#endif\n"
+"uniform vec3 LightDir;\n"
 "\n"
 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
 "\n"
 "void main(void)\n"
 "{\n"
+"      gl_FrontColor = gl_Color;\n"
 "      // copy the surface texcoord\n"
 "      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
 "      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
 "#endif\n"
-"      gl_FrontColor = gl_Color;\n"
 "\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // transform vertex position into light attenuation/cubemap space\n"
@@ -500,13 +466,11 @@ static const char *builtinshaderstring =
 "      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
 "#endif\n"
 "\n"
-"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "      // transform unnormalized eye direction into tangent space\n"
 "      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
 "      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
 "      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
 "      EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
-"#endif\n"
 "\n"
 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
 "      VectorS = gl_MultiTexCoord1.xyz;\n"
@@ -519,7 +483,7 @@ static const char *builtinshaderstring =
 "      gl_Position = ftransform();\n"
 "}\n"
 "\n"
-"#endif\n"
+"#endif // VERTEX_SHADER\n"
 "\n"
 "\n"
 "\n"
@@ -527,97 +491,48 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
-"uniform myhvec3 LightColor;\n"
-"#ifdef USEOFFSETMAPPING\n"
-"uniform myhalf OffsetMapping_Scale;\n"
-"uniform myhalf OffsetMapping_Bias;\n"
-"#endif\n"
-"\n"
-"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n"
 "uniform sampler2D Texture_Normal;\n"
-"#endif\n"
-"\n"
-"#ifdef MODE_LIGHTDIRECTION\n"
-"uniform myhvec3 AmbientColor;\n"
-"uniform myhvec3 DiffuseColor;\n"
-"uniform myhvec3 SpecularColor;\n"
-"#endif\n"
-"\n"
 "uniform sampler2D Texture_Color;\n"
-"\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
-"uniform sampler2D Texture_Lightmap;\n"
-"#endif\n"
-"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"uniform sampler2D Texture_Deluxemap;\n"
-"#endif\n"
-"\n"
-"#ifdef USEGLOW\n"
-"uniform sampler2D Texture_Glow;\n"
-"#endif\n"
-"\n"
-"#ifdef USECOLORMAPPING\n"
-"uniform sampler2D Texture_Pants;\n"
-"uniform sampler2D Texture_Shirt;\n"
-"uniform myhvec3 Color_Pants;\n"
-"uniform myhvec3 Color_Shirt;\n"
-"#endif\n"
-"\n"
-"uniform myhalf AmbientScale;\n"
-"uniform myhalf DiffuseScale;\n"
-"#ifdef USESPECULAR\n"
-"uniform myhalf SpecularScale;\n"
-"uniform myhalf SpecularPower;\n"
 "uniform sampler2D Texture_Gloss;\n"
-"#endif\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
 "uniform samplerCube Texture_Cube;\n"
-"#endif\n"
-"\n"
-"#ifdef USEFOG\n"
-"uniform myhvec3 FogColor;\n"
-"uniform myhalf FogRangeRecip;\n"
 "uniform sampler2D Texture_FogMask;\n"
-"#endif\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"uniform sampler2D Texture_Glow;\n"
 "\n"
-"#ifdef USEEASTEREGG\n"
-"void main(void)\n"
-"{\n"
-"      gl_FragColor = myhvec4(0, 0, 0, 1);;\n"
-"      int i;\n"
-"      float o;\n"
-"      vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
-"      vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
-"      for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n"
-"      {\n"
-"              o = p.x * p.x - p.y * p.y;\n"
-"              p.y = 2.0 * p.x * p.y;\n"
-"              p.x = o;\n"
-"              p += c;\n"
-"      }\n"
-"      o = float(i) * 0.314;\n"
-"      if (i < 1000)\n"
-"              gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n"
-"}\n"
-"#else // USEEASTEREGG\n"
+"uniform vec3 LightColor;\n"
+"uniform vec3 AmbientColor;\n"
+"uniform vec3 DiffuseColor;\n"
+"uniform vec3 SpecularColor;\n"
+"uniform vec3 Color_Pants;\n"
+"uniform vec3 Color_Shirt;\n"
+"uniform vec3 FogColor;\n"
 "\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"uniform float FogRangeRecip;\n"
 "\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"uniform float SpecularScale;\n"
+"uniform float SpecularPower;\n"
 "\n"
 "void main(void)\n"
 "{\n"
 "      // apply offsetmapping\n"
 "#ifdef USEOFFSETMAPPING\n"
-"      myhvec2 TexCoordOffset = TexCoord;\n"
+"      vec2 TexCoordOffset = TexCoord;\n"
 "#define TexCoord TexCoordOffset\n"
 "\n"
-"      myhvec3 eyedir = myhvec3(normalize(EyeVector));\n"
-"      myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+"      vec3 eyedir = vec3(normalize(EyeVector));\n"
+"      float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
 "      depthbias = 1.0 - depthbias * depthbias;\n"
 "\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
-"      myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n"
+"      vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
 "      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
@@ -636,7 +551,8 @@ static const char *builtinshaderstring =
 "      TexCoord = RT.xy;\n"
 "#else\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n"
+"      vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+"      //TexCoord += OffsetVector * 3.0;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
@@ -644,9 +560,9 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"      vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USECOLORMAPPING\n"
-"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
 "\n"
 "\n"
@@ -656,27 +572,24 @@ static const char *builtinshaderstring =
 "      // light source\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
-"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // apply light color\n"
-"      color.rgb = color.rgb * LightColor;\n"
+"      color.rgb *= LightColor;\n"
 "\n"
 "      // apply attenuation\n"
 "      //\n"
@@ -695,19 +608,14 @@ static const char *builtinshaderstring =
 "      // directional model lighting\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
-"\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "\n"
@@ -717,23 +625,19 @@ static const char *builtinshaderstring =
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"#endif\n"
-"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
-"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
+"      vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
 "\n"
 "\n"
 "\n"
@@ -742,47 +646,41 @@ static const char *builtinshaderstring =
 "      // deluxemap lightmapping using light vectors in tangentspace\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"#ifdef SURFACENORMALIZE\n"
-"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
-"#else\n"
-"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
-"      myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n"
-"#endif\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
 "\n"
 "      // calculate directional shading\n"
-"      myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
 "\n"
 "\n"
 "\n"
 "\n"
 "#else // MODE none (lightmap)\n"
 "      // apply lightmap color\n"
-"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
+"      color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
 "#endif // MODE\n"
 "\n"
 "#ifdef USEGLOW\n"
-"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n"
+"      color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
+"      float fog = texture2D(Texture_FogMask, vec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
 "      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
 "#endif\n"
 "\n"
 "      gl_FragColor = color * gl_Color;\n"
 "}\n"
-"#endif // !USEEASTEREGG\n"
 "\n"
-"#endif\n"
+"#endif // FRAGMENT_SHADER\n"
 ;
 
 void R_GLSL_CompilePermutation(int permutation)
@@ -868,18 +766,6 @@ void R_GLSL_CompilePermutation(int permutation)
                fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
                strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
        }
-       if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
-               fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
-               strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_GEFORCEFX)
-       {
-               vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
-               fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
-               strlcat(permutationname, " halffloat", sizeof(permutationname));
-       }
        shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -995,10 +881,6 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                if (r_glsl_offsetmapping_reliefmapping.integer)
                        permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
        }
-       if (r_glsl_surfacenormalize.integer)
-               permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
-       if (r_glsl_usehalffloat.integer)
-               permutation |= SHADERPERMUTATION_GEFORCEFX;
        if (!r_glsl_permutations[permutation].program)
        {
                if (!r_glsl_permutations[permutation].compiled)
@@ -1105,9 +987,6 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
 
 void gl_main_start(void)
 {
-       // use half float math where available (speed gain on NVIDIA GFFX and GF6)
-       if (gl_support_half_float)
-               Cvar_SetValue("r_glsl_usehalffloat", 1);
        r_main_texturepool = R_AllocTexturePool();
        r_bloom_texture_screen = NULL;
        r_bloom_texture_bloom = NULL;
@@ -1184,13 +1063,12 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
-       Cvar_RegisterVariable(&r_glsl_usehalffloat);
-       Cvar_RegisterVariable(&r_glsl_surfacenormalize);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
@@ -2565,7 +2443,7 @@ void R_Mesh_ResizeArrays(int newvertices)
        if (rsurface_array_vertex3f)
                Mem_Free(rsurface_array_vertex3f);
        rsurface_array_size = (newvertices + 1023) & ~1023;
-       rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+       rsurface_array_vertex3f = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
        rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
        rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
        rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
@@ -2578,21 +2456,40 @@ float *rsurface_svector3f;
 float *rsurface_tvector3f;
 float *rsurface_normal3f;
 float *rsurface_lightmapcolor4f;
+qboolean rsurface_generatevertex;
+qboolean rsurface_generatetangents;
+qboolean rsurface_generatenormals;
+qboolean rsurface_deformvertex;
+qboolean rsurface_dynamicvertex;
+vec3_t rsurface_modelorg;
+const entity_render_t *rsurface_entity;
+const model_t *rsurface_model;
+const texture_t *rsurface_texture;
+
+void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg)
+{
+       VectorCopy(modelorg, rsurface_modelorg);
+       rsurface_entity = ent;
+       rsurface_model = ent->model;
+       rsurface_texture = texture;
+}
 
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
+void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents)
 {
-       if (rsurface_array_size < surface->groupmesh->num_vertices)
-               R_Mesh_ResizeArrays(surface->groupmesh->num_vertices);
-       if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
        {
+               rsurface_generatevertex = true;
+               rsurface_generatetangents = false;
+               rsurface_generatenormals = false;
                rsurface_vertex3f = rsurface_array_vertex3f;
-               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
-               if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+               if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
                {
+                       rsurface_generatetangents = true;
                        rsurface_svector3f = rsurface_array_svector3f;
                        rsurface_tvector3f = rsurface_array_tvector3f;
                        rsurface_normal3f = rsurface_array_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
                else
                {
@@ -2600,8 +2497,8 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        rsurface_tvector3f = NULL;
                        if (generatenormals)
                        {
+                               rsurface_generatenormals = true;
                                rsurface_normal3f = rsurface_array_normal3f;
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                        }
                        else
                                rsurface_normal3f = NULL;
@@ -2609,35 +2506,80 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
        }
        else
        {
-               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
-               rsurface_svector3f = surface->groupmesh->data_svector3f;
-               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
-               rsurface_normal3f = surface->groupmesh->data_normal3f;
+               rsurface_generatevertex = false;
+               rsurface_generatetangents = false;
+               rsurface_generatenormals = false;
+               rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
+       }
+       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       {
+               rsurface_deformvertex = true;
+               rsurface_vertex3f = rsurface_array_vertex3f;
+               rsurface_svector3f = rsurface_array_svector3f;
+               rsurface_tvector3f = rsurface_array_tvector3f;
+               rsurface_normal3f = rsurface_array_normal3f;
+       }
+       else
+               rsurface_deformvertex = false;
+       R_Mesh_VertexPointer(rsurface_vertex3f);
+       rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex;
+}
+
+void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface)
+{
+       float *vertex3f, *svector3f, *tvector3f, *normal3f;
+       model_t *model = rsurface_entity->model;
+       if (!rsurface_dynamicvertex)
+               return;
+       if (rsurface_generatevertex)
+       {
+               Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+               if (rsurface_generatetangents)
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+               else if (rsurface_generatenormals)
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
        }
-       if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       if (rsurface_deformvertex)
        {
                int i, j;
                float center[3], forward[3], right[3], up[3], v[4][3];
                matrix4x4_t matrix1, imatrix1;
-               Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+               if (rsurface_generatevertex)
+               {
+                       vertex3f = rsurface_array_vertex3f;
+                       svector3f = rsurface_array_svector3f;
+                       tvector3f = rsurface_array_tvector3f;
+                       normal3f = rsurface_array_normal3f;
+               }
+               else
+               {
+                       vertex3f = rsurface_vertex3f;
+                       svector3f = rsurface_svector3f;
+                       tvector3f = rsurface_tvector3f;
+                       normal3f = rsurface_normal3f;
+               }
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
                // a single autosprite surface can contain multiple sprites...
                for (j = 0;j < surface->num_vertices - 3;j += 4)
                {
                        VectorClear(center);
                        for (i = 0;i < 4;i++)
-                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                               VectorAdd(center, (vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                        VectorScale(center, 0.25f, center);
                        // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_FromVectors(&matrix1, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (tvector3f + 3 * surface->num_firstvertex) + j*3, center);
                        Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                        for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                        {
-                               forward[0] = modelorg[0] - center[0];
-                               forward[1] = modelorg[1] - center[1];
+                               forward[0] = rsurface_modelorg[0] - center[0];
+                               forward[1] = rsurface_modelorg[1] - center[1];
                                forward[2] = 0;
                                VectorNormalize(forward);
                                right[0] = forward[1];
@@ -2648,41 +2590,35 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        for (i = 0;i < 4;i++)
                                VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               rsurface_svector3f = rsurface_array_svector3f;
-               rsurface_tvector3f = rsurface_array_tvector3f;
-               rsurface_normal3f = rsurface_array_normal3f;
-               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
        }
-       R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
 static void RSurf_Draw(const msurface_t *surface)
 {
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
        GL_LockArrays(0, 0);
 }
 
-static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
        int i;
        float f;
        float *v, *c, *c2;
-       RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false);
        if (lightmode >= 2)
        {
                // model lighting
                vec3_t ambientcolor;
                vec3_t diffusecolor;
                vec3_t lightdir;
-               VectorCopy(ent->modellight_lightdir, lightdir);
-               ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f;
-               ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f;
-               ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f;
-               diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f;
-               diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f;
-               diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f;
+               VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+               ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+               ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+               ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+               diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+               diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+               diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
                if (VectorLength2(diffusecolor) > 0)
                {
                        int numverts = surface->num_vertices;
@@ -2721,7 +2657,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                        {
                                if (surface->lightmapinfo->samples)
                                {
-                                       const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
                                        float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
                                        VectorScale(lm, scale, c);
                                        if (surface->lightmapinfo->styles[1] != 255)
@@ -2750,7 +2686,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                        rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
                else
-                       rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+                       rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
        }
        else
                rsurface_lightmapcolor4f = NULL;
@@ -2760,7 +2696,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                {
                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                c2[0] = c[0] * f;
                                c2[1] = c[1] * f;
                                c2[2] = c[2] * f;
@@ -2771,7 +2707,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                {
                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                c2[0] = f;
                                c2[1] = f;
                                c2[2] = f;
@@ -2801,6 +2737,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        int texturesurfaceindex;
        int lightmode;
        const msurface_t *surface;
+       model_t *model = ent->model;
        qboolean applycolor;
        qboolean applyfog;
        rmeshstate_t m;
@@ -2808,11 +2745,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                return;
        r_shadow_rtlight = NULL;
        renderstats.entities_surfaces += texturenumsurfaces;
-       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
-       lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+       // FIXME: identify models using a better check than model->brush.shadowmesh
+       lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
+       RSurf_PrepareForBatch(ent, texture, modelorg);
        if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                // transparent sky would be ridiculous
@@ -2826,11 +2764,13 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                R_Mesh_Matrix(&ent->matrix);
                        }
                        GL_DepthMask(true);
-                       // LordHavoc: HalfLife maps have freaky skypolys...
-                       // LordHavoc: Quake3 never did sky masking (unlike software Quake
-                       // and Quake2), so disable the sky masking in Quake3 maps as it
-                       // causes problems with q3map2 sky tricks
-                       if (!ent->model->brush.ishlbsp && ent->model->type != mod_brushq3)
+                       // LordHavoc: HalfLife maps have freaky skypolys so don't use
+                       // skymasking on them, and Quake3 never did sky masking (unlike
+                       // software Quake and software Quake2), so disable the sky masking
+                       // in Quake3 maps as it causes problems with q3map2 sky tricks,
+                       // and skymasking also looks very bad when noclipping outside the
+                       // level, so don't use it then either.
+                       if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
                        {
                                GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
                                memset(&m, 0, sizeof(m));
@@ -2848,10 +2788,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        // fog sky
                                        GL_BlendFunc(GL_ONE, GL_ZERO);
                                }
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
                                        RSurf_Draw(surface);
                                }
                                if (skyrendermasked)
@@ -2883,13 +2825,15 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
                if (!r_glsl_permutation)
                        return;
+               RSurf_SetPointersForPass(false, true);
                if (lightmode == 2)
                {
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                                R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
                                R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
                                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
@@ -2901,12 +2845,13 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                                R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
                                R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
                                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-                               R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f);
+                               R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
                                if (surface->lightmaptexture)
                                {
                                        R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
@@ -2919,7 +2864,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                                        if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                                                R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+                                       R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
                                }
                                RSurf_Draw(surface);
                        }
@@ -2964,15 +2909,18 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texrgbscale[1] = layertexrgbscale;
                                m.pointer_color = rsurface_array_color4f;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
                                else
@@ -2980,17 +2928,19 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                                if (surface->lightmaptexture)
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                                }
                                                else
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
                                                }
                                        }
                                }
@@ -3002,14 +2952,17 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
                                        }
                                }
                                else
@@ -3017,16 +2970,18 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                                if (surface->lightmaptexture)
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false);
+                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
                                                }
                                                else
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
                                                }
                                        }
                                }
@@ -3037,11 +2992,14 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
                                }
                                break;
                        case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
@@ -3051,13 +3009,16 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texrgbscale[0] = layertexrgbscale;
                                m.pointer_color = rsurface_array_color4f;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
                                else
@@ -3065,8 +3026,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
                                        }
                                }
                                break;
@@ -3077,11 +3040,14 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                }
                                break;
                        case TEXTURELAYERTYPE_FOG:
@@ -3092,15 +3058,17 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        m.texmatrix[0] = layer->texmatrix;
                                }
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        int i;
                                        float f, *v, *c;
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
                                        if (layer->texture)
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                                        R_Mesh_ColorPointer(rsurface_array_color4f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
                                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                        {
                                                f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
@@ -3124,10 +3092,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                GL_Color(1, 1, 1, 1);
                                memset(&m, 0, sizeof(m));
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
                                        for (scale = 1;scale < layertexrgbscale;scale <<= 1)
                                                RSurf_Draw(surface);
                                }
@@ -3225,18 +3195,28 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                memset(&m, 0, sizeof(m));
                R_Mesh_State(&m);
+               t = NULL;
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
                                continue;
-                       texture = surface->texture->currentframe;
+                       if (t != surface->texture)
+                       {
+                               t = surface->texture;
+                               texture = t->currentframe;
+                               RSurf_PrepareForBatch(ent, texture, modelorg);
+                               RSurf_SetPointersForPass(false, false);
+                       }
                        if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
                                int k = (int)(((size_t)surface) / sizeof(msurface_t));
                                GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                RSurf_Draw(surface);
+                               renderstats.entities_triangles += surface->num_triangles;
                        }
+                       renderstats.entities_surfaces++;
                }
        }
        else if (ent == r_refdef.worldentity)
@@ -3348,7 +3328,10 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        texture = surface->texture->currentframe;
                        if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, r_shownormals.integer != 0);
+                               RSurf_PrepareForBatch(ent, texture, modelorg);
+                               RSurf_SetPointersForPass(false, r_shownormals.integer != 0);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                if (r_showtris.integer)
                                {
                                        if (!texture->currentlayers->depthmask)
@@ -3357,7 +3340,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                                GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
                                        else
                                                GL_Color(0, r_showtris.value, 0, 1);
-                                       elements = (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
+                                       elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                                        qglBegin(GL_LINES);
                                        for (k = 0;k < surface->num_triangles;k++, elements += 3)
                                        {