]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Fix setinfo.
[xonotic/darkplaces.git] / gl_rmain.c
index 0970fdb7257273973335590ffbd76cfa0f61bba0..e96bbba8d1c413df949650063fb9f3ca9fad1323 100644 (file)
@@ -42,7 +42,7 @@ __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
 
-static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
+int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
 
 static qboolean r_loadnormalmap;
 static qboolean r_loadgloss;
@@ -92,7 +92,6 @@ cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as differen
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
@@ -1154,6 +1153,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        geomstrings_list[geomstrings_count++] = sourcestring;
        fragstrings_list[fragstrings_count++] = sourcestring;
 
+       // we don't currently use geometry shaders for anything, so just empty the list
+       geomstrings_count = 0;
+
        // compile the shader program
        if (vertstrings_count + geomstrings_count + fragstrings_count)
                p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
@@ -1332,12 +1334,10 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
                if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
                // get the uniform block indices so we can bind them
+               p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
 #ifndef USE_GLES2 /* FIXME: GLES3 only */
-               if (vid.support.arb_uniform_buffer_object)
-                       p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
-               else
+               p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
 #endif
-                       p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
                // clear the uniform block bindings
                p->ubibind_Skeletal_Transform12_UniformBlock = -1;
                // bind the uniform blocks in use
@@ -1367,7 +1367,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta
                {
                        if (!r_glsl_permutation->compiled)
                        {
-                               Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
+                               Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
                                R_GLSL_CompilePermutation(perm, mode, permutation);
                        }
                        if (!r_glsl_permutation->program)
@@ -1410,7 +1410,7 @@ void R_GLSL_Restart_f(void)
        unsigned int i, limit;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                {
                        r_glsl_permutation_t *p;
@@ -1471,39 +1471,27 @@ static void R_GLSL_DumpShader_f(void)
        }
 }
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
 {
        dpuint64 permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        permutation |= SHADERPERMUTATION_VIEWTINT;
-       if (first)
+       if (t)
                permutation |= SHADERPERMUTATION_DIFFUSE;
-       if (second)
-               permutation |= SHADERPERMUTATION_SPECULAR;
-       if (texturemode == GL_MODULATE)
-               permutation |= SHADERPERMUTATION_COLORMAPPING;
-       else if (texturemode == GL_ADD)
-               permutation |= SHADERPERMUTATION_GLOW;
-       else if (texturemode == GL_DECAL)
-               permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
        if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
                permutation |= SHADERPERMUTATION_GAMMARAMPS;
        if (suppresstexalpha)
                permutation |= SHADERPERMUTATION_REFLECTCUBE;
-       if (!second)
-               texturemode = GL_MODULATE;
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
                if (r_glsl_permutation->tex_Texture_First >= 0)
-                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
-               if (r_glsl_permutation->tex_Texture_Second >= 0)
-                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
                if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
                        R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
                break;
@@ -1512,7 +1500,7 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
 
 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
 {
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+       R_SetupShader_Generic(NULL, usegamma, notrippy, false);
 }
 
 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
@@ -1529,7 +1517,7 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
 #ifndef USE_GLES2 /* FIXME: GLES3 only */
@@ -1875,27 +1863,10 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               if (!vid.useinterleavedarrays)
-               {
-                       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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-                       R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
-                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
-                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
-                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
-                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
-               }
-               else
-               {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
-               }
+               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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+               RSurf_UploadBuffersForBatch();
                // this has to be after RSurf_PrepareVerticesForBatch
                if (rsurface.batchskeletaltransform3x4buffer)
                        permutation |= SHADERPERMUTATION_SKELETAL;
@@ -2099,7 +2070,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
@@ -2208,6 +2179,7 @@ skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
 {
        skinframe_t *item;
+       int compareflags = textureflags & TEXF_IMPORTANTBITS;
        int hashindex;
        char basename[MAX_QPATH];
 
@@ -2215,7 +2187,11 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
 
        hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
        for (item = r_skinframe.hash[hashindex];item;item = item->next)
-               if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
+               if (!strcmp(item->basename, basename) &&
+                       item->textureflags == compareflags &&
+                       item->comparewidth == comparewidth &&
+                       item->compareheight == compareheight &&
+                       item->comparecrc == comparecrc)
                        break;
 
        if (!item)
@@ -2225,7 +2201,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
                memset(item, 0, sizeof(*item));
                strlcpy(item->basename, basename, sizeof(item->basename));
-               item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
+               item->textureflags = compareflags;
                item->comparewidth = comparewidth;
                item->compareheight = compareheight;
                item->comparecrc = comparecrc;
@@ -2233,11 +2209,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                r_skinframe.hash[hashindex] = item;
        }
        else if (textureflags & TEXF_FORCE_RELOAD)
-       {
-               if (!add)
-                       return NULL;
                R_SkinFrame_PurgeSkinFrame(item);
-       }
 
        R_SkinFrame_MarkUsed(item);
        return item;
@@ -2286,12 +2258,11 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                return NULL;
 
        // return an existing skinframe if already loaded
-       // if loading of the first image fails, don't make a new skinframe as it
-       // would cause all future lookups of this to be missing
-       skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
+       skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
        if (skinframe && skinframe->base)
                return skinframe;
 
+       // if the skinframe doesn't exist this will create it
        return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
 }
 
@@ -2392,9 +2363,9 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
                R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
 #ifndef USE_GLES2
                //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)
+               if (r_savedds && skinframe->base)
                        R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
+               if (r_savedds && skinframe->fog)
                        R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
        }
@@ -2438,7 +2409,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
                        Mem_Free(pixels);
                }
 #ifndef USE_GLES2
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
+               if (r_savedds && skinframe->nmap)
                        R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
        }
@@ -2450,7 +2421,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        {
                skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
 #ifndef USE_GLES2
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
+               if (r_savedds && skinframe->glow)
                        R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);pixels = NULL;
@@ -2461,7 +2432,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        {
                skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
+               if (r_savedds && skinframe->gloss)
                        R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);
@@ -2473,7 +2444,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        {
                skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
 #ifndef USE_GLES2
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
+               if (r_savedds && skinframe->pants)
                        R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
 #endif
                Mem_Free(pixels);
@@ -2485,7 +2456,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        {
                skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
 #ifndef USE_GLES2
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
+               if (r_savedds && skinframe->shirt)
                        R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
 #endif
                Mem_Free(pixels);
@@ -2497,7 +2468,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        {
                skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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);
 #ifndef USE_GLES2
-               if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
+               if (r_savedds && skinframe->reflect)
                        R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);
@@ -2510,8 +2481,7 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        return skinframe;
 }
 
-// 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, qboolean sRGB)
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
 {
        int i;
        skinframe_t *skinframe;
@@ -2521,7 +2491,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
-       skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
+       skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
        if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
@@ -2591,7 +2561,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
-       skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
        if (skinframe->base)
                return skinframe;
        //textureflags &= ~TEXF_FORCE_RELOAD;
@@ -2830,7 +2800,7 @@ skinframe_t *R_SkinFrame_LoadNoTexture(void)
                }
        }
 
-       return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
+       return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
 }
 
 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
@@ -2839,7 +2809,7 @@ skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int texturef
        if (cls.state == ca_dedicated)
                return NULL;
        // if already loaded just return it, otherwise make a new skinframe
-       skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
        if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
@@ -3051,23 +3021,22 @@ static void gl_main_start(void)
        r_uniformbufferalignment = 32;
 
        r_loaddds = r_texture_dds_load.integer != 0;
-       r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
+       r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-               Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+               Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
                r_loadnormalmap = true;
                r_loadgloss = true;
                r_loadfog = false;
 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
-               if (vid.support.arb_uniform_buffer_object)
-                       qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
+               qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
 #endif
-                       break;
+               break;
        }
 
        R_AnimCache_Free();
@@ -3092,11 +3061,8 @@ static void gl_main_start(void)
        r_main_texturepool = R_AllocTexturePool();
        R_BuildBlankTextures();
        R_BuildNoTexture();
-       if (vid.support.arb_texture_cube_map)
-       {
-               R_BuildWhiteCube();
-               R_BuildNormalizationCube();
-       }
+       R_BuildWhiteCube();
+       R_BuildNormalizationCube();
        r_texture_fogattenuation = NULL;
        r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
@@ -3147,11 +3113,11 @@ static void gl_main_shutdown(void)
 
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
-#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
+#if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
                if (r_maxqueries)
-                       qglDeleteQueriesARB(r_maxqueries, r_queries);
+                       qglDeleteQueries(r_maxqueries, r_queries);
 #endif
                break;
        }
@@ -3270,7 +3236,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_shownormals);
        Cvar_RegisterVariable(&r_showlighting);
-       Cvar_RegisterVariable(&r_showshadowvolumes);
        Cvar_RegisterVariable(&r_showcollisionbrushes);
        Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
        Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
@@ -3438,45 +3403,6 @@ void Render_Init(void)
        Mod_RenderInit();
 }
 
-/*
-===============
-GL_Init
-===============
-*/
-#ifndef USE_GLES2
-extern char *ENGINE_EXTENSIONS;
-void GL_Init (void)
-{
-       gl_renderer = (const char *)qglGetString(GL_RENDERER);
-       gl_vendor = (const char *)qglGetString(GL_VENDOR);
-       gl_version = (const char *)qglGetString(GL_VERSION);
-       gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
-
-       if (!gl_extensions)
-               gl_extensions = "";
-       if (!gl_platformextensions)
-               gl_platformextensions = "";
-
-       Con_Printf("GL_VENDOR: %s\n", gl_vendor);
-       Con_Printf("GL_RENDERER: %s\n", gl_renderer);
-       Con_Printf("GL_VERSION: %s\n", gl_version);
-       Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
-       Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
-
-       VID_CheckExtensions();
-
-       // LordHavoc: report supported extensions
-#ifdef CONFIG_MENU
-       Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
-#else
-       Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
-#endif
-
-       // clear to black (loading plaque will be seen over this)
-       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
-}
-#endif
-
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int i;
@@ -3881,9 +3807,6 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_tvector3f = NULL;
                ent->animcache_tvector3f_vertexbuffer = NULL;
                ent->animcache_tvector3f_bufferoffset = 0;
-               ent->animcache_vertexmesh = NULL;
-               ent->animcache_vertexmesh_vertexbuffer = NULL;
-               ent->animcache_vertexmesh_bufferoffset = 0;
                ent->animcache_skeletaltransform3x4 = NULL;
                ent->animcache_skeletaltransform3x4buffer = NULL;
                ent->animcache_skeletaltransform3x4offset = 0;
@@ -3891,37 +3814,6 @@ void R_AnimCache_ClearCache(void)
        }
 }
 
-static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
-{
-       int i;
-
-       // check if we need the meshbuffers
-       if (!vid.useinterleavedarrays)
-               return;
-
-       if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
-               ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
-       // TODO: upload vertexbuffer?
-       if (ent->animcache_vertexmesh)
-       {
-               r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
-               r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
-               r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
-               memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
-               for (i = 0;i < numvertices;i++)
-                       memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
-               if (ent->animcache_svector3f)
-                       for (i = 0;i < numvertices;i++)
-                               memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
-               if (ent->animcache_tvector3f)
-                       for (i = 0;i < numvertices;i++)
-                               memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
-               if (ent->animcache_normal3f)
-                       for (i = 0;i < numvertices;i++)
-                               memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
-       }
-}
-
 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        dp_model_t *model = ent->model;
@@ -3976,7 +3868,6 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                                ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                        }
                        model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
-                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
                        r_refdef.stats[r_stat_animcache_shade_count] += 1;
                        r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
                        r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
@@ -3995,7 +3886,6 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                }
                model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
-               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
                if (wantnormals || wanttangents)
                {
                        r_refdef.stats[r_stat_animcache_shade_count] += 1;
@@ -4574,7 +4464,7 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                CHECKGLERROR
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
+               case RENDERPATH_GL32:
                case RENDERPATH_GLES2:
                        if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
                        if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
@@ -4605,10 +4495,9 @@ void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rt
        R_EntityMatrix(&identitymatrix);
        R_Mesh_ResetTextureState();
        GL_PolygonOffset(0, 0);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -4638,10 +4527,9 @@ void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_
        R_EntityMatrix(&identitymatrix);
        R_Mesh_ResetTextureState();
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -4982,6 +4870,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        // reverse the cullface settings for this render
                        r_refdef.view.cullface_front = GL_FRONT;
                        r_refdef.view.cullface_back = GL_BACK;
+                       // combined pvs (based on what can be seen from each surface center)
                        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
                        {
                                r_refdef.view.usecustompvs = true;
@@ -5029,6 +4918,16 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                }
                        }
 
+                       // combined pvs (based on what can be seen from each surface center)
+                       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
+                       {
+                               r_refdef.view.usecustompvs = true;
+                               if (p->pvsvalid)
+                                       memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+                               else
+                                       memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+                       }
+
                        r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
 
                        r_refdef.view.clipplane = p->plane;
@@ -5169,13 +5068,10 @@ static void R_Bloom_StartFrame(void)
 
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
                r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
                if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
                if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
-               // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
-               if (!vid.support.ext_framebuffer_object)
-                       return;
                break;
        case RENDERPATH_GLES2:
                r_fb.usedepthtextures = false;
@@ -5281,7 +5177,7 @@ static void R_Bloom_MakeTexture(void)
        GL_Color(colorscale, colorscale, colorscale, 1);
        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
        // TODO: do boxfilter scale-down in shader?
-       R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
+       R_SetupShader_Generic(prev->colortexture[0], false, true, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
        // we now have a properly scaled bloom image
@@ -5296,14 +5192,15 @@ static void R_Bloom_MakeTexture(void)
                x *= 2;
                r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
                if(x <= 2)
-                       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+                       GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
                GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
                GL_Color(1,1,1,1); // no fix factor supported here
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
-               R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+               R_SetupShader_Generic(prev->colortexture[0], false, true, false);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
        }
+       CHECKGLERROR
 
        range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
        brighten = r_bloom_brighten.value;
@@ -5319,8 +5216,11 @@ static void R_Bloom_MakeTexture(void)
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
                // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
+               CHECKGLERROR
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+               CHECKGLERROR
+               R_SetupShader_Generic(prev->colortexture[0], false, true, false);
+               CHECKGLERROR
                for (x = -range;x <= range;x++)
                {
                        if (!dir){xoffset = 0;yoffset = x;}
@@ -5346,11 +5246,16 @@ static void R_Bloom_MakeTexture(void)
                                r *= (1 - x*x/(float)((range+1)*(range+1)));
                        if (r <= 0)
                                continue;
+                       CHECKGLERROR
                        GL_Color(r, r, r, 1);
+                       CHECKGLERROR
                        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
+                       CHECKGLERROR
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
+                       CHECKGLERROR
                        GL_BlendFunc(GL_ONE, GL_ONE);
+                       CHECKGLERROR
                }
        }
 
@@ -5414,7 +5319,7 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v
                        GL_Color(1, 1, 1, cl.motionbluralpha);
                        R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
                        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
-                       R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
+                       R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
                }
@@ -5468,7 +5373,7 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v
        R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                permutation =
                        (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
@@ -5599,8 +5504,6 @@ void R_UpdateVariables(void)
                Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
        r_refdef.polygonfactor = 0;
        r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
        r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
        r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
@@ -5627,8 +5530,8 @@ void R_UpdateVariables(void)
        r_gpuskeletal = false;
        switch(vid.renderpath)
        {
-       case RENDERPATH_GL20:
-               r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
+       case RENDERPATH_GL32:
+               r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
        case RENDERPATH_GLES2:
                if(!vid_gammatables_trivial)
                {
@@ -6034,16 +5937,6 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
-       {
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               R_Shadow_DrawModelShadows();
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               // don't let sound skip if going slow
-               if (r_refdef.scene.extraupdate)
-                       S_ExtraUpdate ();
-       }
-
        if (!r_shadow_usingdeferredprepass)
        {
                R_Shadow_DrawLights();
@@ -6055,16 +5948,6 @@ void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewco
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
-       {
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               R_Shadow_DrawModelShadows();
-               R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
-               // don't let sound skip if going slow
-               if (r_refdef.scene.extraupdate)
-                       S_ExtraUpdate ();
-       }
-
        if (cl.csqc_vidvars.drawworld)
        {
                if (cl_decals_newsystem.integer)
@@ -6782,7 +6665,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = rsurface.entity->alpha * t->basealpha;
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
                t->currentalpha *= r_wateralpha.value;
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
@@ -7192,9 +7075,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
                        rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
                        rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
-                       rsurface.modelvertexmesh = ent->animcache_vertexmesh;
-                       rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
-                       rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
                }
                else if (wanttangents)
                {
@@ -7207,9 +7087,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
-                       rsurface.modelvertexmesh = NULL;
-                       rsurface.modelvertexmesh_vertexbuffer = NULL;
-                       rsurface.modelvertexmesh_bufferoffset = 0;
                        rsurface.modelvertex3f_vertexbuffer = NULL;
                        rsurface.modelvertex3f_bufferoffset = 0;
                        rsurface.modelvertex3f_vertexbuffer = 0;
@@ -7232,9 +7109,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
-                       rsurface.modelvertexmesh = NULL;
-                       rsurface.modelvertexmesh_vertexbuffer = NULL;
-                       rsurface.modelvertexmesh_bufferoffset = 0;
                        rsurface.modelvertex3f_vertexbuffer = NULL;
                        rsurface.modelvertex3f_bufferoffset = 0;
                        rsurface.modelvertex3f_vertexbuffer = 0;
@@ -7257,9 +7131,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
-                       rsurface.modelvertexmesh = NULL;
-                       rsurface.modelvertexmesh_vertexbuffer = NULL;
-                       rsurface.modelvertexmesh_bufferoffset = 0;
                        rsurface.modelvertex3f_vertexbuffer = NULL;
                        rsurface.modelvertex3f_bufferoffset = 0;
                        rsurface.modelvertex3f_vertexbuffer = 0;
@@ -7290,37 +7161,34 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
                }
                rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
-               rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-               rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+               rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
+               rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
                rsurface.modelsvector3f = model->surfmesh.data_svector3f;
-               rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-               rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+               rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
+               rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
                rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
-               rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-               rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+               rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
+               rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
                rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
-               rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-               rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
-               rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
-               rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-               rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+               rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
+               rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
                rsurface.modelgeneratedvertex = false;
        }
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
-       rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-       rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+       rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
+       rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
        rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
-       rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-       rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+       rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
+       rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
-       rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-       rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
+       rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
        rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
-       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
        rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
-       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
-       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -7363,9 +7231,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchskeletalweight4ub = NULL;
        rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
        rsurface.batchskeletalweight4ub_bufferoffset = 0;
-       rsurface.batchvertexmesh = NULL;
-       rsurface.batchvertexmesh_vertexbuffer = NULL;
-       rsurface.batchvertexmesh_bufferoffset = 0;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -7431,9 +7296,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
                rsurface.modeltvector3f = NULL;
                rsurface.modelnormal3f = NULL;
        }
-       rsurface.modelvertexmesh = NULL;
-       rsurface.modelvertexmesh_vertexbuffer = NULL;
-       rsurface.modelvertexmesh_bufferoffset = 0;
        rsurface.modelvertex3f_vertexbuffer = 0;
        rsurface.modelvertex3f_bufferoffset = 0;
        rsurface.modelsvector3f_vertexbuffer = 0;
@@ -7498,9 +7360,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchskeletalweight4ub = NULL;
        rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
        rsurface.batchskeletalweight4ub_bufferoffset = 0;
-       rsurface.batchvertexmesh = NULL;
-       rsurface.batchvertexmesh_vertexbuffer = NULL;
-       rsurface.batchvertexmesh_bufferoffset = 0;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -7557,6 +7416,46 @@ float RSurf_FogVertex(const float *v)
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
+void RSurf_UploadBuffersForBatch(void)
+{
+       // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
+       // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
+       if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
+               rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
+       if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
+               rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
+       if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
+               rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
+       if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
+               rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
+       if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
+               rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
+       if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
+               rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
+       if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
+               rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
+       if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
+               rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
+       if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
+               rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
+
+       if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
+               rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
+       else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
+               rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
+
+       R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+       R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
+       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
+}
+
 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
 {
        int i;
@@ -7565,7 +7464,6 @@ static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, in
 }
 
 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
-extern cvar_t gl_vbo;
 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        int deformindex;
@@ -7582,7 +7480,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        int batchnumsurfaces = texturenumsurfaces;
        int batchnumvertices;
        int batchnumtriangles;
-       int needsupdate;
        int i, j;
        qboolean gaps;
        qboolean dynamicvertex;
@@ -7593,7 +7490,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        unsigned char *ub;
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
-       r_vertexmesh_t *vertexmesh;
        if (!texturenumsurfaces)
                return;
        // find vertex range of this surface batch
@@ -7633,13 +7529,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchfirsttriangle = firsttriangle;
        rsurface.batchnumtriangles = batchnumtriangles;
 
-       // this variable holds flags for which properties have been updated that
-       // may require regenerating vertexmesh array...
-       needsupdate = 0;
-
        // check if any dynamic vertex processing must occur
        dynamicvertex = false;
 
+       // we must use vertexbuffers for rendering, we can upload vertex buffers
+       // easily enough but if the basevertex is non-zero it becomes more
+       // difficult, so force dynamicvertex path in that case - it's suboptimal
+       // but the most optimal case is to have the geometry sources provide their
+       // own anyway.
+       if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
+               dynamicvertex = true;
+
        // a cvar to force the dynamic vertex path to be taken, for debugging
        if (r_batch_debugdynamicvertexpath.integer)
        {
@@ -7654,7 +7554,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        }
 
        // if there is a chance of animated vertex colors, it's a dynamic batch
-       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+       if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
        {
                if (!dynamicvertex)
                {
@@ -7664,7 +7564,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
                }
                dynamicvertex = true;
-               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
        }
 
        for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
@@ -7693,7 +7592,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
-                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        if (!dynamicvertex)
@@ -7705,7 +7603,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
-                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
                        if (!dynamicvertex)
@@ -7717,7 +7614,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
-                       needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_WAVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
@@ -7731,7 +7627,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
-                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
                        if (!dynamicvertex)
@@ -7743,7 +7638,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
-                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
@@ -7757,7 +7651,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX;
-                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
        }
@@ -7778,7 +7671,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
-                       needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
                        break;
                case Q3TCGEN_VECTOR:
                        if (!dynamicvertex)
@@ -7790,7 +7682,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX;
-                       needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                        break;
                case Q3TCGEN_ENVIRONMENT:
                        if (!dynamicvertex)
@@ -7802,7 +7693,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
-                       needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                        break;
                }
                if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
@@ -7816,32 +7706,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
-                       needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                }
        }
 
-       if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
-       {
-               if (!dynamicvertex)
-               {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
-               }
-               dynamicvertex = true;
-               needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
-       }
-
-       // when the model data has no vertex buffer (dynamic mesh), we need to
-       // eliminate gaps
-       if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
-               batchneed |= BATCHNEED_NOGAPS;
-
        // the caller can specify BATCHNEED_NOGAPS to force a batch with
        // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
        // we ensure this by treating the vertex batch as dynamic...
-       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+       if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
        {
                if (!dynamicvertex)
                {
@@ -7853,44 +7724,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                dynamicvertex = true;
        }
 
-       if (dynamicvertex)
-       {
-               // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
-               if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
-               if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
-               if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
-               if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
-               if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
-               if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
-               if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
-       }
-
-       // if needsupdate, we have to do a dynamic vertex batch for sure
-       if (needsupdate & batchneed)
-       {
-               if (!dynamicvertex)
-               {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
-               }
-               dynamicvertex = true;
-       }
-
-       // see if we need to build vertexmesh from arrays
-       if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
-       {
-               if (!dynamicvertex)
-               {
-                       r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
-                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
-                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
-                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
-               }
-               dynamicvertex = true;
-       }
-
        // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
        if (dynamicvertex && rsurface.entityskeletaltransform3x4)
                batchneed |= BATCHNEED_ARRAY_SKELETAL;
@@ -7922,9 +7755,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
        rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
        rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
-       rsurface.batchvertexmesh = rsurface.modelvertexmesh;
-       rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
-       rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
        rsurface.batchelement3i = rsurface.modelelement3i;
        rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
        rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
@@ -7997,14 +7827,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                for (i = 0;i < numtriangles*3;i++)
                                        rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
-                       // upload buffer data for the copytriangles batch
-                       if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
-                       {
-                               if (rsurface.batchelement3s)
-                                       rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
-                               else if (rsurface.batchelement3i)
-                                       rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
-                       }
                }
                else
                {
@@ -8032,9 +7854,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // need actual vertex positions and normals
        //if (dynamicvertex)
        {
-               rsurface.batchvertexmesh = NULL;
-               rsurface.batchvertexmesh_vertexbuffer = NULL;
-               rsurface.batchvertexmesh_bufferoffset = 0;
                rsurface.batchvertex3f = NULL;
                rsurface.batchvertex3f_vertexbuffer = NULL;
                rsurface.batchvertex3f_bufferoffset = 0;
@@ -8072,8 +7891,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchskeletaltransform3x4offset = 0;
                rsurface.batchskeletaltransform3x4size = 0;
                // we'll only be setting up certain arrays as needed
-               if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
-                       rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
                if (batchneed & BATCHNEED_ARRAY_VERTEX)
                        rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_NORMAL)
@@ -8103,8 +7920,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
                        surfacenumtriangles = texturesurfacelist[i]->num_triangles;
                        // copy only the data requested
-                       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
-                               memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
                        if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
                        {
                                if (batchneed & BATCHNEED_ARRAY_VERTEX)
@@ -8322,7 +8137,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
        // q1bsp surfaces rendered in vertex color mode have to have colors
        // calculated based on lightstyles
-       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+       if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
        {
                // generate color arrays for the surfaces in this list
                int c[4];
@@ -8736,77 +8551,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        }
                }
        }
-
-       if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
-       {
-               // convert the modified arrays to vertex structs
-//             rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
-//             rsurface.batchvertexmesh_vertexbuffer = NULL;
-//             rsurface.batchvertexmesh_bufferoffset = 0;
-               if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                               VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
-               if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                               VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
-               if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
-               {
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                       {
-                               VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
-                               VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
-                       }
-               }
-               if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                               Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
-               if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                               Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
-               if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                               Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
-               if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
-               {
-                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
-                       {
-                               Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
-                               Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
-                       }
-               }
-       }
-
-       // upload buffer data for the dynamic batch
-       if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
-       {
-               if (rsurface.batchvertexmesh)
-                       rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
-               else
-               {
-                       if (rsurface.batchvertex3f)
-                               rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
-                       if (rsurface.batchsvector3f)
-                               rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
-                       if (rsurface.batchtvector3f)
-                               rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
-                       if (rsurface.batchnormal3f)
-                               rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
-                       if (rsurface.batchlightmapcolor4f)
-                               rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
-                       if (rsurface.batchtexcoordtexture2f)
-                               rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
-                       if (rsurface.batchtexcoordlightmap2f)
-                               rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
-                       if (rsurface.batchskeletalindex4ub)
-                               rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
-                       if (rsurface.batchskeletalweight4ub)
-                               rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
-               }
-               if (rsurface.batchelement3s)
-                       rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
-               else if (rsurface.batchelement3i)
-                       rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
-       }
 }
 
 void RSurf_DrawBatch(void)
@@ -9087,148 +8831,46 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
 {
        int vi;
        int j;
-       r_vertexgeneric_t *batchvertex;
-       float c[4];
-       texture_t *t = rsurface.texture;
+       int texturesurfaceindex;
+       int k;
+       const msurface_t *surface;
+       float surfacecolor4f[4];
 
 //     R_Mesh_ResetTextureState();
        R_SetupShader_Generic_NoTexture(false, false);
 
-       if(t && t->currentskinframe)
-       {
-               memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
-               c[3] *= t->currentalpha;
-       }
-       else
-       {
-               c[0] = 1;
-               c[1] = 0;
-               c[2] = 1;
-               c[3] = 1;
-       }
-
-       if (t->pantstexture || t->shirttexture)
-       {
-               c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
-               c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
-               c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
-       }
-
-       // brighten it up (as texture value 127 means "unlit")
-       c[0] *= 2 * r_refdef.view.colorscale;
-       c[1] *= 2 * r_refdef.view.colorscale;
-       c[2] *= 2 * r_refdef.view.colorscale;
-
-       if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
-               c[3] *= r_wateralpha.value;
-
-       if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
-       else if(t->currentmaterialflags & MATERIALFLAG_ADD)
-       {
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
-               GL_DepthMask(false);
-       }
-       else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
-       {
-               GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
-               GL_DepthMask(false);
-       }
-       else
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(writedepth);
-       }
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(writedepth);
 
-       if (!r_refdef.view.showdebug)
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
+       vi = 0;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-               batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
+               surface = texturesurfacelist[texturesurfaceindex];
+               k = (int)(((size_t)surface) / sizeof(msurface_t));
+               Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
+               for (j = 0;j < surface->num_vertices;j++)
                {
-                       VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                       Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
+                       Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
+                       vi++;
                }
-               R_Mesh_PrepareVertices_Generic_Unlock();
-               RSurf_DrawBatch();
-       }
-       else if (r_showsurfaces.integer == 4)
-       {
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-               batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
-               {
-                       float d = (vi << 3) * (1.0f / 256.0f);
-                       VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                       Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
-               }
-               R_Mesh_PrepareVertices_Generic_Unlock();
-               RSurf_DrawBatch();
-       }
-       else if (r_showsurfaces.integer == 2)
-       {
-               const int *e;
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-               batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
-               for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
-               {
-                       float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
-                       VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
-                       VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
-                       VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
-                       Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
-                       Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
-                       Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
-               }
-               R_Mesh_PrepareVertices_Generic_Unlock();
-               R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
-       }
-       else
-       {
-               int texturesurfaceindex;
-               int k;
-               const msurface_t *surface;
-               float surfacecolor4f[4];
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-               batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
-               vi = 0;
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       k = (int)(((size_t)surface) / sizeof(msurface_t));
-                       Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
-                       for (j = 0;j < surface->num_vertices;j++)
-                       {
-                               VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
-                               Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
-                               vi++;
-                       }
-               }
-               R_Mesh_PrepareVertices_Generic_Unlock();
-               RSurf_DrawBatch();
        }
+       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
+       RSurf_DrawBatch();
 }
 
 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer)
+       if (r_showsurfaces.integer && r_refdef.view.showdebug)
        {
                R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
        }
        switch (vid.renderpath)
        {
-       case RENDERPATH_GL20:
+       case RENDERPATH_GL32:
        case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
@@ -9379,10 +9021,12 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
        RSurf_DrawBatch();
 }
 
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
 {
        CHECKGLERROR
-       if (depthonly)
+       if (ui)
+               R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
+       else if (depthonly)
                R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
        else if (prepass)
        {
@@ -9411,7 +9055,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
 {
        int i, j;
        texture_t *texture;
@@ -9452,7 +9096,7 @@ static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const
                                ;
                }
                // render the range of surfaces
-               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
        }
        R_FrameData_ReturnToMark();
 }
@@ -10138,7 +9782,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_DepthTest(true);
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
+               R_SetupShader_Generic(decalskinframe->base, false, false, false);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
@@ -10400,7 +10044,7 @@ static void R_DrawDebugModel(void)
 
 int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
 {
        int i, j, endj, flagsmask;
        dp_model_t *model = ent->model;
@@ -10472,6 +10116,12 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                                r_surfacelist[numsurfacelist++] = surfaces + j;
                }
        }
+       else if (ui)
+       {
+               // for ui we have to preserve the order of surfaces
+               for (i = 0; i < model->nummodelsurfaces; i++)
+                       r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
+       }
        else
        {
                // add all surfaces
@@ -10498,7 +10148,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                }
        }
 
-       R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
+       R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
 
        // add to stats if desired
        if (r_speeds.integer && !skysurfaces && !depthonly)
@@ -10545,7 +10195,7 @@ void R_DebugLine(vec3_t start, vec3_t end)
                offsetx = 0.5f * width * vid_conwidth.value / vid.width;
                offsety = 0;
        }
-       surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
+       surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
        e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
        e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
        e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);