]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
optimizations to surface rendering setup
[xonotic/darkplaces.git] / gl_rmain.c
index 285b82804ef5b54f29456ccb0d13a12fa59e023e..e9ed8aafa0c7072ae63f20a6406d075d9a7e7b5e 100644 (file)
@@ -21,18 +21,17 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "r_shadow.h"
+#include "polygon.h"
+
+mempool_t *r_main_mempool;
+rtexturepool_t *r_main_texturepool;
 
 // used for dlight push checking and other things
 int r_framecount;
 
-// used for visibility checking
-qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
-
-mplane_t frustum[4];
-
-matrix4x4_t r_identitymatrix;
+mplane_t frustum[5];
 
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+renderstats_t renderstats;
 
 // true during envmap command capture
 qboolean envmap;
@@ -49,9 +48,6 @@ qboolean r_rtdlight;
 qboolean r_rtdlightshadows;
 
 
-// forces all rendering to draw triangle outlines
-int r_showtrispass;
-
 // view origin
 vec3_t r_vieworigin;
 vec3_t r_viewforward;
@@ -64,51 +60,85 @@ int r_view_z;
 int r_view_width;
 int r_view_height;
 int r_view_depth;
-float r_view_fov_x;
-float r_view_fov_y;
 matrix4x4_t r_view_matrix;
-
+float r_polygonfactor;
+float r_polygonoffset;
+float r_shadowpolygonfactor;
+float r_shadowpolygonoffset;
 //
 // screen size info
 //
 refdef_t r_refdef;
 
-// 8.8 fraction of base light value
-unsigned short d_lightstylevalue[256];
-
-cvar_t r_showtris = {0, "r_showtris", "0"};
-cvar_t r_drawentities = {0, "r_drawentities","1"};
-cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_speeds = {0, "r_speeds","0"};
-cvar_t r_fullbright = {0, "r_fullbright","0"};
-cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
-cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
-cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
-
-cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
-
-cvar_t r_textureunits = {0, "r_textureunits", "32"};
-
-cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
-cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
-cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
-
-cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
-cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
-cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
-rtexturepool_t *r_main_texturepool;
+cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
+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"};
+cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"};
+cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
+cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+
+cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
+cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
+cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
+
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
+
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+
 rtexture_t *r_bloom_texture_screen;
 rtexture_t *r_bloom_texture_bloom;
+rtexture_t *r_texture_blanknormalmap;
+rtexture_t *r_texture_white;
+rtexture_t *r_texture_black;
+rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
+rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_fogintensity;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -139,6 +169,11 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a)
 
 vec3_t fogcolor;
 vec_t fogdensity;
+vec_t fogrange;
+vec_t fograngerecip;
+int fogtableindex;
+vec_t fogtabledistmultiplier;
+float fogtable[FOGTABLEWIDTH];
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
@@ -173,6 +208,12 @@ void R_UpdateFog(void)
        {
                fogenabled = true;
                fogdensity = -4000.0f / (fog_density * fog_density);
+               // this is the point where the fog reaches 0.9986 alpha, which we
+               // consider a good enough cutoff point for the texture
+               // (0.9986 * 256 == 255.6)
+               fogrange = 400 / fog_density;
+               fograngerecip = 1.0f / fogrange;
+               fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
                // fog color was already set
        }
        else
@@ -196,6 +237,9 @@ void FOG_clear(void)
 // FIXME: move this to client?
 void FOG_registercvars(void)
 {
+       int x;
+       double r, alpha;
+
        if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
@@ -206,13 +250,876 @@ void FOG_registercvars(void)
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
+
+       r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
+       for (x = 0;x < FOGTABLEWIDTH;x++)
+       {
+               alpha = exp(r / ((double)x*(double)x));
+               if (x == FOGTABLEWIDTH - 1)
+                       alpha = 1;
+               fogtable[x] = bound(0, alpha, 1);
+       }
+}
+
+static void R_BuildBlankTextures(void)
+{
+       unsigned char data[4];
+       data[0] = 128; // normal X
+       data[1] = 128; // normal Y
+       data[2] = 255; // normal Z
+       data[3] = 128; // height
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 0;
+       data[1] = 0;
+       data[2] = 0;
+       data[3] = 255;
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+       int x, y;
+       unsigned char pix[16][16][4];
+       // this makes a light grey/dark grey checkerboard texture
+       for (y = 0;y < 16;y++)
+       {
+               for (x = 0;x < 16;x++)
+               {
+                       if ((y < 8) ^ (x < 8))
+                       {
+                               pix[y][x][0] = 128;
+                               pix[y][x][1] = 128;
+                               pix[y][x][2] = 128;
+                               pix[y][x][3] = 255;
+                       }
+                       else
+                       {
+                               pix[y][x][0] = 64;
+                               pix[y][x][1] = 64;
+                               pix[y][x][2] = 64;
+                               pix[y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+}
+
+static void R_BuildWhiteCube(void)
+{
+       unsigned char data[6*1*1*4];
+       data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+       data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+       data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+       data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+       data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+       data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+       int x, y, side;
+       vec3_t v;
+       vec_t s, t, intensity;
+#define NORMSIZE 64
+       unsigned char data[6][NORMSIZE][NORMSIZE][4];
+       for (side = 0;side < 6;side++)
+       {
+               for (y = 0;y < NORMSIZE;y++)
+               {
+                       for (x = 0;x < NORMSIZE;x++)
+                       {
+                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               switch(side)
+                               {
+                               default:
+                               case 0:
+                                       v[0] = 1;
+                                       v[1] = -t;
+                                       v[2] = -s;
+                                       break;
+                               case 1:
+                                       v[0] = -1;
+                                       v[1] = -t;
+                                       v[2] = s;
+                                       break;
+                               case 2:
+                                       v[0] = s;
+                                       v[1] = 1;
+                                       v[2] = t;
+                                       break;
+                               case 3:
+                                       v[0] = s;
+                                       v[1] = -1;
+                                       v[2] = -t;
+                                       break;
+                               case 4:
+                                       v[0] = s;
+                                       v[1] = -t;
+                                       v[2] = 1;
+                                       break;
+                               case 5:
+                                       v[0] = -s;
+                                       v[1] = -t;
+                                       v[2] = -1;
+                                       break;
+                               }
+                               intensity = 127.0f / sqrt(DotProduct(v, v));
+                               data[side][y][x][0] = 128.0f + intensity * v[0];
+                               data[side][y][x][1] = 128.0f + intensity * v[1];
+                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildFogTexture(void)
+{
+       int x, b;
+       double r, alpha;
+#define FOGWIDTH 64
+       unsigned char data1[FOGWIDTH][4];
+       unsigned char data2[FOGWIDTH][4];
+       r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
+       for (x = 0;x < FOGWIDTH;x++)
+       {
+               alpha = exp(r / ((double)x*(double)x));
+               if (x == FOGWIDTH - 1)
+                       alpha = 1;
+               b = (int)(256.0 * alpha);
+               b = bound(0, b, 255);
+               data1[x][0] = 255 - b;
+               data1[x][1] = 255 - b;
+               data1[x][2] = 255 - b;
+               data1[x][3] = 255;
+               data2[x][0] = b;
+               data2[x][1] = b;
+               data2[x][2] = b;
+               data2[x][3] = 255;
+       }
+       r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+}
+
+static const char *builtinshaderstring =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"varying vec2 TexCoordLightmap;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"varying myhvec3 CubeVector;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform vec3 LightPosition;\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform myhvec3 LightDir;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"#endif\n"
+"      gl_FrontColor = gl_Color;\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"      VectorS = gl_MultiTexCoord1.xyz;\n"
+"      VectorT = gl_MultiTexCoord2.xyz;\n"
+"      VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform myhvec3 LightColor;\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n"
+"uniform sampler2D Texture_Normal;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform myhvec3 AmbientColor;\n"
+"uniform myhvec3 DiffuseColor;\n"
+"uniform myhvec3 SpecularColor;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Color;\n"
+"\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"#endif\n"
+"\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Glow;\n"
+"#endif\n"
+"\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"#endif\n"
+"\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"uniform myhvec3 FogColor;\n"
+"uniform myhalf FogRangeRecip;\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"#ifdef USEEASTEREGG\n"
+"void main(void)\n"
+"{\n"
+"      gl_FragColor = myhvec4(0, 0, 0, 1);;\n"
+"      int i;\n"
+"      float o;\n"
+"      vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
+"      vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
+"      for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n"
+"      {\n"
+"              o = p.x * p.x - p.y * p.y;\n"
+"              p.y = 2.0 * p.x * p.y;\n"
+"              p.x = o;\n"
+"              p += c;\n"
+"      }\n"
+"      o = float(i) * 0.314;\n"
+"      if (i < 1000)\n"
+"              gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n"
+"}\n"
+"#else // USEEASTEREGG\n"
+"\n"
+"\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      myhvec2 TexCoordOffset = TexCoord;\n"
+"#define TexCoord TexCoordOffset\n"
+"\n"
+"      myhvec3 eyedir = myhvec3(normalize(EyeVector));\n"
+"      myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+"      depthbias = 1.0 - depthbias * depthbias;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+"      // 14 sample relief mapping: linear search and then binary search\n"
+"      myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n"
+"      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      TexCoord = RT.xy;\n"
+"#else\n"
+"      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"      myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#endif\n"
+"#endif\n"
+"\n"
+"      // combine the diffuse textures (base, pants, shirt)\n"
+"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USECOLORMAPPING\n"
+"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // light source\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+"      // apply light color\n"
+"      color.rgb = color.rgb * LightColor;\n"
+"\n"
+"      // apply attenuation\n"
+"      //\n"
+"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+"      // center and sharp falloff at the edge, this is about the most efficient\n"
+"      // we can get away with as far as providing illumination.\n"
+"      //\n"
+"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+"      // provide significant illumination, large = slow = pain.\n"
+"      color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTION)\n"
+"      // directional model lighting\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
+"#ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n"
+"      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"\n"
+"      // calculate directional shading\n"
+"      myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"      // apply lightmap color\n"
+"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"      // deluxemap lightmapping using light vectors in tangentspace\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
+"#else\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"      myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n"
+"#endif\n"
+"\n"
+"      // calculate directional shading\n"
+"      myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"      // apply lightmap color\n"
+"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#else // MODE none (lightmap)\n"
+"      // apply lightmap color\n"
+"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
+"#endif // MODE\n"
+"\n"
+"#ifdef USEGLOW\n"
+"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"      // apply fog\n"
+"      myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
+"      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+"#endif\n"
+"\n"
+"      gl_FragColor = color * gl_Color;\n"
+"}\n"
+"#endif // !USEEASTEREGG\n"
+"\n"
+"#endif\n"
+;
+
+void R_GLSL_CompilePermutation(int permutation)
+{
+       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       int vertstrings_count;
+       int fragstrings_count;
+       char *shaderstring;
+       const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+       char permutationname[256];
+       if (p->compiled)
+               return;
+       p->compiled = true;
+       vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
+       vertstrings_count = 1;
+       fragstrings_count = 1;
+       permutationname[0] = 0;
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+               strlcat(permutationname, " lightsource", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
+               strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
+               strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+               strlcat(permutationname, " lightdirection", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_GLOW)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
+               fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
+               strlcat(permutationname, " glow", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_COLORMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
+               strlcat(permutationname, " colormapping", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_SPECULAR)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+               strlcat(permutationname, " specular", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_FOG)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+               strlcat(permutationname, " fog", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_CUBEFILTER)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+               strlcat(permutationname, " cubefilter", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+               strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
+               fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
+               strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_GEFORCEFX)
+       {
+               vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
+               fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
+               strlcat(permutationname, " halffloat", sizeof(permutationname));
+       }
+       shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+       if (shaderstring)
+       {
+               Con_DPrintf("GLSL shader text loaded from disk\n");
+               vertstrings_list[vertstrings_count++] = shaderstring;
+               fragstrings_list[fragstrings_count++] = shaderstring;
+       }
+       else
+       {
+               vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               fragstrings_list[fragstrings_count++] = builtinshaderstring;
+       }
+       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+       if (p->program)
+       {
+               CHECKGLERROR
+               qglUseProgramObjectARB(p->program);
+               p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
+               p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
+               p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
+               p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+               p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
+               p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
+               p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
+               p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
+               p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
+               p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
+               p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+               p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
+               p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
+               p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
+               p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
+               p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
+               p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
+               p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
+               if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
+               if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
+               if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
+               if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
+               if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
+               if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
+               if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
+               if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
+               if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               qglUseProgramObjectARB(0);
+               CHECKGLERROR
+       }
+       else
+               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+       if (shaderstring)
+               Mem_Free(shaderstring);
+}
+
+void R_GLSL_Restart_f(void)
+{
+       int i;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               if (r_glsl_permutations[i].program)
+                       GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+       memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+}
+
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+{
+       // select a permutation of the lighting shader appropriate to this
+       // combination of texture, entity, light source, and fogging, only use the
+       // minimum features necessary to avoid wasting rendering time in the
+       // fragment shader on features that are not being used
+       int permutation = 0;
+       float specularscale = texture->specularscale;
+       r_glsl_permutation = NULL;
+       if (r_shadow_rtlight)
+       {
+               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               specularscale *= r_shadow_rtlight->specularscale;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+                       permutation |= SHADERPERMUTATION_CUBEFILTER;
+       }
+       else
+       {
+               if (modellighting)
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               {
+                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                       else
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+               }
+               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+               if (texture->skin.glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+       }
+       if (specularscale > 0)
+               permutation |= SHADERPERMUTATION_SPECULAR;
+       if (fogenabled)
+               permutation |= SHADERPERMUTATION_FOG;
+       if (texture->colormapping)
+               permutation |= SHADERPERMUTATION_COLORMAPPING;
+       if (r_glsl_offsetmapping.integer)
+       {
+               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               if (r_glsl_offsetmapping_reliefmapping.integer)
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+       }
+       if (r_glsl_surfacenormalize.integer)
+               permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
+       if (r_glsl_usehalffloat.integer)
+               permutation |= SHADERPERMUTATION_GEFORCEFX;
+       if (!r_glsl_permutations[permutation].program)
+       {
+               if (!r_glsl_permutations[permutation].compiled)
+                       R_GLSL_CompilePermutation(permutation);
+               if (!r_glsl_permutations[permutation].program)
+               {
+                       // remove features until we find a valid permutation
+                       int i;
+                       for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+                       {
+                               // reduce i more quickly whenever it would not remove any bits
+                               if (permutation < i)
+                                       continue;
+                               permutation &= i;
+                               if (!r_glsl_permutations[permutation].compiled)
+                                       R_GLSL_CompilePermutation(permutation);
+                               if (r_glsl_permutations[permutation].program)
+                                       break;
+                               if (!i)
+                                       return; // utterly failed
+                       }
+               }
+       }
+       r_glsl_permutation = r_glsl_permutations + permutation;
+       CHECKGLERROR
+       qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       {
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+               //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
+               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+       }
+       else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       {
+               if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       if (r_glsl_permutation->loc_AmbientColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1);
+                       if (r_glsl_permutation->loc_DiffuseColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_SpecularColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_LightDir >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_LightDir, 0, 0, -1);
+               }
+               else
+               {
+                       if (r_glsl_permutation->loc_AmbientColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]);
+                       if (r_glsl_permutation->loc_DiffuseColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]);
+                       if (r_glsl_permutation->loc_SpecularColor >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale);
+                       if (r_glsl_permutation->loc_LightDir >= 0)
+                               qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]);
+               }
+       }
+       else
+       {
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
+       }
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
+       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
+       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+       if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
+       if (r_glsl_permutation->loc_FogColor >= 0)
+       {
+               // additive passes are only darkened by fog, not tinted
+               if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD))
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
+       }
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]);
+       if (r_glsl_permutation->loc_Color_Pants >= 0)
+       {
+               if (texture->skin.pants)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+       }
+       if (r_glsl_permutation->loc_Color_Shirt >= 0)
+       {
+               if (texture->skin.shirt)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+       }
+       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
+       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower);
+       if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       CHECKGLERROR
 }
 
 void gl_main_start(void)
 {
+       // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+       if (gl_support_half_float)
+               Cvar_SetValue("r_glsl_usehalffloat", 1);
        r_main_texturepool = R_AllocTexturePool();
        r_bloom_texture_screen = NULL;
        r_bloom_texture_bloom = NULL;
+       R_BuildBlankTextures();
+       R_BuildNoTexture();
+       if (gl_texturecubemap)
+       {
+               R_BuildWhiteCube();
+               R_BuildNormalizationCube();
+       }
+       R_BuildFogTexture();
+       memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
 void gl_main_shutdown(void)
@@ -220,6 +1127,12 @@ void gl_main_shutdown(void)
        R_FreeTexturePool(&r_main_texturepool);
        r_bloom_texture_screen = NULL;
        r_bloom_texture_bloom = NULL;
+       r_texture_blanknormalmap = NULL;
+       r_texture_white = NULL;
+       r_texture_black = NULL;
+       r_texture_whitecube = NULL;
+       r_texture_normalizationcube = NULL;
+       R_GLSL_Restart_f();
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
@@ -232,11 +1145,11 @@ void gl_main_newmap(void)
        if (cl.worldmodel)
        {
                strlcpy(entname, cl.worldmodel->name, sizeof(entname));
-               l = strlen(entname) - 4;
+               l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
-                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
+                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                        {
                                CL_ParseEntityLump(entities);
                                Mem_Free(entities);
@@ -250,10 +1163,20 @@ void gl_main_newmap(void)
 
 void GL_Main_Init(void)
 {
-       Matrix4x4_CreateIdentity(&r_identitymatrix);
-// FIXME: move this to client?
-       FOG_registercvars();
+       r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
+
+       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
+       FOG_registercvars(); // FIXME: move this fog stuff to client?
+       Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_showsurfaces);
        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);
+       Cvar_RegisterVariable(&r_showdisabledepthtest);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -262,17 +1185,26 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
        Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_glsl);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_glsl_usehalffloat);
+       Cvar_RegisterVariable(&r_glsl_surfacenormalize);
+       Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
-       Cvar_RegisterVariable(&r_watershader);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes);
        Cvar_RegisterVariable(&r_bloom);
        Cvar_RegisterVariable(&r_bloom_intensity);
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_power);
-       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
+       Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
+       Cvar_RegisterVariable(&developer_texturelogging);
+       Cvar_RegisterVariable(&gl_lightmaps);
+       Cvar_RegisterVariable(&r_test);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
@@ -313,47 +1245,42 @@ static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
                R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
        for (i = 0;i < r_refdef.numentities;i++)
                R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
-       
+
        return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
 extern void R_Textures_Init(void);
-extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
 extern void R_Shadow_Init(void);
-extern void GL_Models_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
 extern void R_Crosshairs_Init(void);
 extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
-extern void ui_init(void);
 extern void gl_backend_init(void);
 extern void Sbar_Init(void);
 extern void R_LightningBeams_Init(void);
+extern void Mod_RenderInit(void);
 
 void Render_Init(void)
 {
-       R_Textures_Init();
-       Mod_RenderInit();
        gl_backend_init();
+       R_Textures_Init();
        R_MeshQueue_Init();
-       GL_Draw_Init();
        GL_Main_Init();
+       GL_Draw_Init();
        R_Shadow_Init();
-       GL_Models_Init();
        R_Sky_Init();
        GL_Surf_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       //ui_init();
-       UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
+       Mod_RenderInit();
 }
 
 /*
@@ -367,7 +1294,7 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+       Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
 
        // clear to black (loading plaque will be seen over this)
        qglClearColor(0,0,0,1);
@@ -423,27 +1350,69 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 
 //==================================================================================
 
+static void R_UpdateEntityLighting(entity_render_t *ent)
+{
+       vec3_t tempdiffusenormal;
+       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+       VectorClear(ent->modellight_diffuse);
+       VectorClear(ent->modellight_lightdir);
+       if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       else // highly rare
+               VectorSet(ent->modellight_ambient, 1, 1, 1);
+       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+       VectorNormalize(ent->modellight_lightdir);
+       ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity;
+       ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity;
+       ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity;
+       ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity;
+       ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity;
+       ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity;
+}
+
 static void R_MarkEntities (void)
 {
-       int i;
+       int i, renderimask;
        entity_render_t *ent;
 
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       r_refdef.worldentity->visframe = r_framecount;
+       renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
-               ent = r_refdef.entities[i];
-               Mod_CheckLoaded(ent->model);
-               // some of the renderer still relies on origin...
-               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
-               // some of the renderer still relies on scale...
-               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
-               R_UpdateEntLights(ent);
-               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
-                && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST))
-                && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
-                       ent->visframe = r_framecount;
+               // worldmodel can check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
+               {
+                       ent = r_refdef.entities[i];
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
+                       {
+                               ent->visframe = r_framecount;
+                               R_UpdateEntityLighting(ent);
+                       }
+               }
+       }
+       else
+       {
+               // no worldmodel or it can't check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
+               {
+                       ent = r_refdef.entities[i];
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
+                       {
+                               ent->visframe = r_framecount;
+                               R_UpdateEntityLighting(ent);
+                       }
+               }
        }
 }
 
@@ -483,6 +1452,7 @@ void R_DrawModels(void)
                ent = r_refdef.entities[i];
                if (ent->visframe == r_framecount)
                {
+                       renderstats.entities++;
                        if (ent->model && ent->model->Draw != NULL)
                                ent->model->Draw(ent);
                        else
@@ -497,111 +1467,220 @@ static void R_SetFrustum(void)
        Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
        VectorNegate(r_viewleft, r_viewright);
 
-       // LordHavoc: note to all quake engine coders, the special case for 90
-       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
-       // disabled as well.
+#if 0
+       frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
+       frustum[0].normal[1] = 0 - 0;
+       frustum[0].normal[2] = -1 - 0;
+       frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
+       frustum[1].normal[1] = 0 + 0;
+       frustum[1].normal[2] = -1 + 0;
+       frustum[2].normal[0] = 0 - 0;
+       frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
+       frustum[2].normal[2] = -1 - 0;
+       frustum[3].normal[0] = 0 + 0;
+       frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
+       frustum[3].normal[2] = -1 + 0;
+#endif
 
-       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+#if 0
+       zNear = r_nearclip.value;
+       nudge = 1.0 - 1.0 / (1<<23);
+       frustum[4].normal[0] = 0 - 0;
+       frustum[4].normal[1] = 0 - 0;
+       frustum[4].normal[2] = -1 - -nudge;
+       frustum[4].dist = 0 - -2 * zNear * nudge;
+       frustum[5].normal[0] = 0 + 0;
+       frustum[5].normal[1] = 0 + 0;
+       frustum[5].normal[2] = -1 + -nudge;
+       frustum[5].dist = 0 + -2 * zNear * nudge;
+#endif
+
+
+
+#if 0
+       frustum[0].normal[0] = m[3] - m[0];
+       frustum[0].normal[1] = m[7] - m[4];
+       frustum[0].normal[2] = m[11] - m[8];
+       frustum[0].dist = m[15] - m[12];
+
+       frustum[1].normal[0] = m[3] + m[0];
+       frustum[1].normal[1] = m[7] + m[4];
+       frustum[1].normal[2] = m[11] + m[8];
+       frustum[1].dist = m[15] + m[12];
+
+       frustum[2].normal[0] = m[3] - m[1];
+       frustum[2].normal[1] = m[7] - m[5];
+       frustum[2].normal[2] = m[11] - m[9];
+       frustum[2].dist = m[15] - m[13];
+
+       frustum[3].normal[0] = m[3] + m[1];
+       frustum[3].normal[1] = m[7] + m[5];
+       frustum[3].normal[2] = m[11] + m[9];
+       frustum[3].dist = m[15] + m[13];
+
+       frustum[4].normal[0] = m[3] - m[2];
+       frustum[4].normal[1] = m[7] - m[6];
+       frustum[4].normal[2] = m[11] - m[10];
+       frustum[4].dist = m[15] - m[14];
+
+       frustum[5].normal[0] = m[3] + m[2];
+       frustum[5].normal[1] = m[7] + m[6];
+       frustum[5].normal[2] = m[11] + m[10];
+       frustum[5].dist = m[15] + m[14];
+#endif
+
+
+
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_x, r_viewleft, frustum[1].normal);
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_y, r_viewup, frustum[3].normal);
+       VectorCopy(r_viewforward, frustum[4].normal);
+       VectorNormalize(frustum[0].normal);
+       VectorNormalize(frustum[1].normal);
+       VectorNormalize(frustum[2].normal);
+       VectorNormalize(frustum[3].normal);
        frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
        PlaneClassify(&frustum[0]);
+       PlaneClassify(&frustum[1]);
+       PlaneClassify(&frustum[2]);
+       PlaneClassify(&frustum[3]);
+       PlaneClassify(&frustum[4]);
+
+       // LordHavoc: note to all quake engine coders, Quake had a special case
+       // for 90 degrees which assumed a square view (wrong), so I removed it,
+       // Quake2 has it disabled as well.
+
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+       //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       //PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
-       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
-       PlaneClassify(&frustum[1]);
+       //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+       //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       //PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
-       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
-       PlaneClassify(&frustum[2]);
+       //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+       //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       //PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
-       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
-       PlaneClassify(&frustum[3]);
+       //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+       //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       //PlaneClassify(&frustum[3]);
+
+       // nearclip plane
+       //VectorCopy(r_viewforward, frustum[4].normal);
+       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
+       //PlaneClassify(&frustum[4]);
 }
 
 static void R_BlendView(void)
 {
+       int screenwidth, screenheight;
+       qboolean dobloom;
+       qboolean doblend;
        rmeshstate_t m;
+       float vertex3f[12];
+       float texcoord2f[3][8];
+
+       // set the (poorly named) screenwidth and screenheight variables to
+       // a power of 2 at least as large as the screen, these will define the
+       // size of the texture to allocate
+       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
 
-       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+       doblend = r_refdef.viewblend[3] >= 0.01f;
+       dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+
+       if (!dobloom && !doblend)
                return;
 
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
        GL_DepthMask(true);
        GL_DepthTest(false);
-       R_Mesh_Matrix(&r_identitymatrix);
-       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
-       varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
-       varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
-       varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
-       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
-       {
-               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+       R_Mesh_Matrix(&identitymatrix);
+       // vertex coordinates for a quad that covers the screen exactly
+       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
+       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
+       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
+       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+       if (dobloom)
+       {
+               int bloomwidth, bloomheight, x, dobloomblend, range;
                float xoffset, yoffset, r;
-               c_bloom++;
-               for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
-               for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
-               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
-               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
-               varray_texcoord2f[0][0] = 0;
-               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
-               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
-               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
-               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
-               varray_texcoord2f[0][5] = 0;
-               varray_texcoord2f[0][6] = 0;
-               varray_texcoord2f[0][7] = 0;
-               varray_texcoord2f[1][0] = 0;
-               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
-               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
-               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
-               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
-               varray_texcoord2f[1][5] = 0;
-               varray_texcoord2f[1][6] = 0;
-               varray_texcoord2f[1][7] = 0;
+               renderstats.bloom++;
+               // allocate textures as needed
                if (!r_bloom_texture_screen)
                        r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
                if (!r_bloom_texture_bloom)
                        r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               // set bloomwidth and bloomheight to the bloom resolution that will be
+               // used (often less than the screen resolution for faster rendering)
+               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
+               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+               // set up a texcoord array for the full resolution screen image
+               // (we have to keep this around to copy back during final render)
+               texcoord2f[0][0] = 0;
+               texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               texcoord2f[0][5] = 0;
+               texcoord2f[0][6] = 0;
+               texcoord2f[0][7] = 0;
+               // set up a texcoord array for the reduced resolution bloom image
+               // (which will be additive blended over the screen image)
+               texcoord2f[1][0] = 0;
+               texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               texcoord2f[1][5] = 0;
+               texcoord2f[1][6] = 0;
+               texcoord2f[1][7] = 0;
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
-               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.pointer_vertex = vertex3f;
+               m.pointer_texcoord[0] = texcoord2f[0];
                m.tex[0] = R_GetTexture(r_bloom_texture_screen);
                R_Mesh_State(&m);
-               // copy view to a texture
+               // copy view into the full resolution screen image texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
-               c_bloomcopies++;
-               c_bloomcopypixels += r_view_width * r_view_height;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+               renderstats.bloom_copypixels += r_view_width * r_view_height;
                // now scale it down to the bloom size and raise to a power of itself
-               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               // to darken it (this leaves the really bright stuff bright, and
+               // everything else becomes very dark)
                // TODO: optimize with multitexture or GLSL
+               qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1, 1, 1, 1);
-               R_Mesh_Draw(4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += bloomwidth * bloomheight;
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               renderstats.bloom_drawpixels += bloomwidth * bloomheight;
+               // render multiple times with a multiply blendfunc to raise to a power
                GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
                for (x = 1;x < r_bloom_power.integer;x++)
                {
-                       R_Mesh_Draw(4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                }
-               // copy the bloom view to a texture
+               // we now have a darkened bloom image in the framebuffer, copy it into
+               // the bloom image texture for more processing
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
+               m.pointer_vertex = vertex3f;
                m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-               m.pointer_texcoord[0] = varray_texcoord2f[2];
+               m.pointer_texcoord[0] = texcoord2f[2];
                R_Mesh_State(&m);
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
-               // blend on at multiple offsets vertically
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
+               // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
                range = r_bloom_blur.integer * bloomwidth / 320;
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -609,29 +1688,32 @@ static void R_BlendView(void)
                {
                        xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
                        yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][0] = xoffset+0;
-                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][5] = yoffset+0;
-                       varray_texcoord2f[2][6] = xoffset+0;
-                       varray_texcoord2f[2][7] = yoffset+0;
-                       r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range));
+                       // compute a texcoord array with the specified x and y offset
+                       texcoord2f[2][0] = xoffset+0;
+                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][5] = yoffset+0;
+                       texcoord2f[2][6] = xoffset+0;
+                       texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
                        if (r < 0.01f)
                                continue;
                        GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
-               // copy the blurred bloom view to a texture
+               // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
-               // blend on at multiple offsets horizontally
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
+               // blend the vertically blurred image at multiple offsets horizontally
+               // to finish the blur effect
                // TODO: do offset blends using GLSL
                range = r_bloom_blur.integer * bloomwidth / 320;
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -639,35 +1721,38 @@ static void R_BlendView(void)
                {
                        xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
                        yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][0] = xoffset+0;
-                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][5] = yoffset+0;
-                       varray_texcoord2f[2][6] = xoffset+0;
-                       varray_texcoord2f[2][7] = yoffset+0;
-                       r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range));
+                       // compute a texcoord array with the specified x and y offset
+                       texcoord2f[2][0] = xoffset+0;
+                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][5] = yoffset+0;
+                       texcoord2f[2][6] = xoffset+0;
+                       texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
                        if (r < 0.01f)
                                continue;
                        GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // go back to full view area
-               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
-               // put the original view back in place
+               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+               // put the original screen image back in place and blend the bloom
+               // texture on it
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
+               m.pointer_vertex = vertex3f;
                m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.pointer_texcoord[0] = texcoord2f[0];
 #if 0
                dobloomblend = false;
 #else
@@ -677,7 +1762,7 @@ static void R_BlendView(void)
                        dobloomblend = false;
                        m.texcombinergb[1] = GL_ADD;
                        m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       m.pointer_texcoord[1] = texcoord2f[1];
                }
                else
                        dobloomblend = true;
@@ -685,38 +1770,38 @@ static void R_BlendView(void)
                R_Mesh_State(&m);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1,1,1,1);
-               R_Mesh_Draw(4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += r_view_width * r_view_height;
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               renderstats.bloom_drawpixels += r_view_width * r_view_height;
                // now blend on the bloom texture if multipass
                if (dobloomblend)
                {
                        memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = varray_vertex3f;
+                       m.pointer_vertex = vertex3f;
                        m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[0] = varray_texcoord2f[1];
+                       m.pointer_texcoord[0] = texcoord2f[1];
                        R_Mesh_State(&m);
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        GL_Color(1,1,1,1);
-                       R_Mesh_Draw(4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += r_view_width * r_view_height;
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       renderstats.bloom_drawpixels += r_view_width * r_view_height;
                }
        }
-       if (r_refdef.viewblend[3] >= 0.01f)
+       if (doblend)
        {
                // apply a color tint to the whole view
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
+               m.pointer_vertex = vertex3f;
                R_Mesh_State(&m);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               R_Mesh_Draw(4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
        }
 }
 
 void R_RenderScene(void);
 
+matrix4x4_t r_waterscrollmatrix;
+
 /*
 ================
 R_RenderView
@@ -727,160 +1812,255 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       r_view_width = bound(0, r_refdef.width, vid.realwidth);
-       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+       r_view_z = 0;
+       r_view_matrix = r_refdef.viewentitymatrix;
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       r_rtworld = r_shadow_realtime_world.integer;
+       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_polygonfactor = 0;
+       r_polygonoffset = 0;
+       r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+       r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+       if (r_showsurfaces.integer)
+       {
+               r_rtworld = false;
+               r_rtworldshadows = false;
+               r_rtdlight = false;
+               r_rtdlightshadows = false;
+               r_lightmapintensity = 0;
+       }
+
+       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_Textures_Frame();
+       R_UpdateFog();
+       if (r_timereport_active)
+               R_TimeReport("setup");
+
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
+
+       R_RenderScene();
+
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+
+       R_BlendView();
+       if (r_timereport_active)
+               R_TimeReport("blendview");
+
+       GL_Scissor(0, 0, vid.width, vid.height);
+       GL_ScissorTest(false);
+}
+
+//[515]: csqc
+void CSQC_R_ClearScreen (void)
+{
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
        r_view_depth = 1;
-       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
-       r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
        r_view_z = 0;
-       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
-       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
        r_view_matrix = r_refdef.viewentitymatrix;
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        r_rtworld = r_shadow_realtime_world.integer;
        r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
-       r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
        r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
        r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_polygonfactor = 0;
+       r_polygonoffset = 0;
+       r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+       r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+       if (r_showsurfaces.integer)
+       {
+               r_rtworld = false;
+               r_rtworldshadows = false;
+               r_rtdlight = false;
+               r_rtdlightshadows = false;
+               r_lightmapintensity = 0;
+       }
 
        // GL is weird because it's bottom to top, r_view_y is top to bottom
-       qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        GL_ScissorTest(true);
        GL_DepthMask(true);
        R_ClearScreen();
        R_Textures_Frame();
        R_UpdateFog();
-       R_UpdateLights();
-       R_TimeReport("setup");
+       if (r_timereport_active)
+               R_TimeReport("setup");
+}
 
+//[515]: csqc
+void CSQC_R_RenderScene (void)
+{
        qglDepthFunc(GL_LEQUAL);
-       qglPolygonOffset(0, 0);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
        qglEnable(GL_POLYGON_OFFSET_FILL);
 
        R_RenderScene();
 
-       qglPolygonOffset(0, 0);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
        qglDisable(GL_POLYGON_OFFSET_FILL);
 
        R_BlendView();
-       R_TimeReport("blendview");
-       
-       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       if (r_timereport_active)
+               R_TimeReport("blendview");
+
+       GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
 }
 
 extern void R_DrawLightningBeams (void);
+extern void VM_AddPolygonsToMeshQueue (void);
 void R_RenderScene(void)
 {
+       float nearclip;
+
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        r_framecount++;
 
-       R_MeshQueue_BeginScene();
+       if (gl_support_fragment_shader)
+               qglUseProgramObjectARB(0);
 
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       R_MeshQueue_BeginScene();
 
        R_SetFrustum();
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f);
+
        if (r_rtworldshadows || r_rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip);
        else
-               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip);
 
        GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
+       Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+
        R_SkyStartFrame();
 
-       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
-               r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
        R_WorldVisibility();
-       R_TimeReport("worldvis");
+       if (r_timereport_active)
+               R_TimeReport("worldvis");
 
        R_MarkEntities();
-       R_TimeReport("markentity");
+       if (r_timereport_active)
+               R_TimeReport("markentity");
 
        R_Shadow_UpdateWorldLightSelection();
 
-       // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
-               S_ExtraUpdate ();
-
-       GL_ShowTrisColor(0.025, 0.025, 0, 1);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+       if (cl.csqc_vidvars.drawworld)
        {
-               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
-               R_TimeReport("worldsky");
-       }
+               // don't let sound skip if going slow
+               if (r_refdef.extraupdate)
+                       S_ExtraUpdate ();
 
-       if (R_DrawBrushModelsSky())
-               R_TimeReport("bmodelsky");
+               if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+               {
+                       r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+                       if (r_timereport_active)
+                               R_TimeReport("worldsky");
+               }
 
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
-       {
-               r_refdef.worldmodel->Draw(r_refdef.worldentity);
-               R_TimeReport("world");
+               if (R_DrawBrushModelsSky() && r_timereport_active)
+                       R_TimeReport("bmodelsky");
+
+               if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+               {
+                       r_refdef.worldmodel->Draw(r_refdef.worldentity);
+                       if (r_timereport_active)
+                               R_TimeReport("world");
+               }
        }
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0, 0.015, 0, 1);
-
        R_DrawModels();
-       R_TimeReport("models");
+       if (r_timereport_active)
+               R_TimeReport("models");
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0, 0, 0.033, 1);
        R_ShadowVolumeLighting(false);
-       R_TimeReport("rtlights");
+       if (r_timereport_active)
+               R_TimeReport("rtlights");
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0.1, 0, 0, 1);
-
-       R_DrawLightningBeams();
-       R_TimeReport("lightning");
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawLightningBeams();
+               if (r_timereport_active)
+                       R_TimeReport("lightning");
 
-       R_DrawParticles();
-       R_TimeReport("particles");
+               R_DrawParticles();
+               if (r_timereport_active)
+                       R_TimeReport("particles");
 
-       R_DrawExplosions();
-       R_TimeReport("explosions");
+               R_DrawExplosions();
+               if (r_timereport_active)
+                       R_TimeReport("explosions");
+       }
 
        R_MeshQueue_RenderTransparent();
-       R_TimeReport("drawtrans");
-
-       R_DrawCoronas();
-       R_TimeReport("coronas");
-
-       R_DrawWorldCrosshair();
-       R_TimeReport("crosshair");
+       if (r_timereport_active)
+               R_TimeReport("drawtrans");
 
-       R_MeshQueue_Render();
-       R_MeshQueue_EndScene();
-
-       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawCoronas();
+               if (r_timereport_active)
+                       R_TimeReport("coronas");
+       }
+       if(cl.csqc_vidvars.drawcrosshair)
        {
-               R_ShadowVolumeLighting(true);
-               R_TimeReport("shadowvolume");
+               R_DrawWorldCrosshair();
+               if (r_timereport_active)
+                       R_TimeReport("crosshair");
        }
 
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       VM_AddPolygonsToMeshQueue();
+
+       R_MeshQueue_Render();
+
+       R_MeshQueue_EndScene();
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
+
+       if (gl_support_fragment_shader)
+               qglUseProgramObjectARB(0);
 }
 
 /*
@@ -892,7 +2072,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
 
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
@@ -907,8 +2087,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        {
                for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
                {
-                       VectorSubtract(v, r_vieworigin, diff);
-                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
                        f1 = 1 - f2;
                        c[0] = c[0] * f1 + fogcolor[0] * f2;
                        c[1] = c[1] * f1 + fogcolor[1] * f2;
@@ -955,11 +2134,10 @@ float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
-       const entity_render_t *ent = calldata1;
        int i;
-       float f1, f2, *c, diff[3];
+       float f1, f2, *c;
        float color4f[6*4];
        rmeshstate_t m;
        R_Mesh_Matrix(&ent->matrix);
@@ -987,8 +2165,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                m.pointer_color = color4f;
-               VectorSubtract(ent->origin, r_vieworigin, diff);
-               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
@@ -1008,13 +2185,13 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        else
                m.pointer_color = nomodelcolor4f;
        R_Mesh_State(&m);
-       R_Mesh_Draw(6, 8, nomodelelements);
+       R_Mesh_Draw(0, 6, 8, nomodelelements);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
 {
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -1024,17 +2201,16 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
        vec3_t right1, right2, diff, normal;
 
        VectorSubtract (org2, org1, normal);
-       VectorNormalizeFast (normal);
 
        // calculate 'right' vector for start
        VectorSubtract (r_vieworigin, org1, diff);
-       VectorNormalizeFast (diff);
        CrossProduct (normal, diff, right1);
+       VectorNormalize (right1);
 
        // calculate 'right' vector for end
        VectorSubtract (r_vieworigin, org2, diff);
-       VectorNormalizeFast (diff);
        CrossProduct (normal, diff, right2);
+       VectorNormalize (right2);
 
        vert[ 0] = org1[0] + width * right1[0];
        vert[ 1] = org1[1] + width * right1[1];
@@ -1052,41 +2228,1279 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
 
 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
 {
-       float diff[3];
+       float fog = 0.0f, ifog;
        rmeshstate_t m;
+       float vertex3f[12];
 
        if (fogenabled)
-       {
-               VectorSubtract(origin, r_vieworigin, diff);
-               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
-       }
+               fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
+       ifog = 1 - fog;
 
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
        GL_DepthMask(false);
        GL_DepthTest(!depthdisable);
 
-       varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
-       varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
-       varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
-       varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
-       varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
-       varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
-       varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
-       varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
-       varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
-       varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
-       varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
-       varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+       vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+       vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+       vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+       vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+       vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+       vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+       vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+       vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+       vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+       vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+       vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+       vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(texture);
        m.pointer_texcoord[0] = spritetexcoord2f;
-       m.pointer_vertex = varray_vertex3f;
+       m.pointer_vertex = vertex3f;
+       R_Mesh_State(&m);
+       GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
+
+       if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
+       {
+               R_Mesh_TexBind(0, R_GetTexture(fogtexture));
+               GL_BlendFunc(blendfunc1, GL_ONE);
+               GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+       }
+}
+
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+       int i;
+       float *vertex3f;
+       for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+               if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+                       break;
+       if (i == mesh->numvertices)
+       {
+               if (mesh->numvertices < mesh->maxvertices)
+               {
+                       VectorCopy(v, vertex3f);
+                       mesh->numvertices++;
+               }
+               return mesh->numvertices;
+       }
+       else
+               return i;
+}
+
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+       {
+               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+       int planenum, planenum2;
+       int w;
+       int tempnumpoints;
+       mplane_t *plane, *plane2;
+       float temppoints[2][256*3];
+       for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+       {
+               w = 0;
+               tempnumpoints = 4;
+               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+               {
+                       if (planenum2 == planenum)
+                               continue;
+                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
+                       w = !w;
+               }
+               if (tempnumpoints < 3)
+                       continue;
+               // generate elements forming a triangle fan for this polygon
+               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+       }
+}
+
+static void R_DrawCollisionBrush(colbrushf_t *brush)
+{
+       int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
+       i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, brush->numpoints);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+{
+       int i;
+       rmeshstate_t m;
+       if (!surface->num_collisiontriangles)
+               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = surface->data_collisionvertex3f;
        R_Mesh_State(&m);
-       GL_Color(cr, cg, cb, ca);
-       R_Mesh_Draw(4, 2, polygonelements);
+       i = (int)(((size_t)surface) / sizeof(msurface_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, surface->num_collisionvertices);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       GL_LockArrays(0, 0);
+}
+
+static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+       texturelayer_t *layer;
+       layer = t->currentlayers + t->currentnumlayers++;
+       layer->type = type;
+       layer->depthmask = depthmask;
+       layer->blendfunc1 = blendfunc1;
+       layer->blendfunc2 = blendfunc2;
+       layer->texture = texture;
+       layer->texmatrix = *matrix;
+       layer->color[0] = r;
+       layer->color[1] = g;
+       layer->color[2] = b;
+       layer->color[3] = a;
+}
+
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+{
+       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+       //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+
+       {
+               texture_t *texture = t;
+               model_t *model = ent->model;
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (model->skinscenes)
+               {
+                       if (model->skinscenes[s].framecount > 1)
+                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                       else
+                               s = model->skinscenes[s].firstframe;
+               }
+               if (s > 0)
+                       t = t + s * model->num_surfaces;
+               if (t->animated)
+                       t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               texture->currentframe = t;
+       }
+
+       t->currentmaterialflags = t->basematerialflags;
+       t->currentalpha = ent->alpha;
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+               t->currentalpha *= r_wateralpha.value;
+       if (!(ent->flags & RENDER_LIGHT))
+               t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       if (ent->effects & EF_ADDITIVE)
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+       else if (t->currentalpha < 1)
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+       if (ent->effects & EF_NODEPTHTEST)
+               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+               t->currenttexmatrix = r_waterscrollmatrix;
+       else
+               t->currenttexmatrix = identitymatrix;
+
+       t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+       t->glosstexture = r_texture_white;
+       t->specularpower = 8;
+       t->specularscale = 0;
+       if (r_shadow_gloss.integer > 0)
+       {
+               if (t->skin.gloss)
+               {
+                       if (r_shadow_glossintensity.value > 0)
+                       {
+                               t->glosstexture = t->skin.gloss;
+                               t->specularscale = r_shadow_glossintensity.value;
+                       }
+               }
+               else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+                       t->specularscale = r_shadow_gloss2intensity.value;
+       }
+
+       t->currentnumlayers = 0;
+       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       {
+               if (gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
+               else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       int blendfunc1, blendfunc2, depthmask;
+                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
+                       {
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE;
+                               depthmask = false;
+                       }
+                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+                       {
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+                               depthmask = false;
+                       }
+                       else
+                       {
+                               blendfunc1 = GL_ONE;
+                               blendfunc2 = GL_ZERO;
+                               depthmask = true;
+                       }
+                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+                       {
+                               rtexture_t *currentbasetexture;
+                               int layerflags = 0;
+                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+                               {
+                                       // fullbright is not affected by r_lightmapintensity
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+                               }
+                               else
+                               {
+                                       float colorscale;
+                                       colorscale = 2;
+                                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                                       // would normally be baked into the lightmaptexture must be
+                                       // applied to the color
+                                       if (ent->model->type == mod_brushq3)
+                                               colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+                                       colorscale *= r_lightmapintensity;
+                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+                                       else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
+                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
+                                       else
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+                                       if (r_ambient.value >= (1.0f/64.0f))
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                       {
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       }
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                       {
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       }
+                               }
+                               if (t->skin.glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
+                               if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+                               {
+                                       // if this is opaque use alpha blend which will darken the earlier
+                                       // passes cheaply.
+                                       //
+                                       // if this is an alpha blended material, all the earlier passes
+                                       // were darkened by fog already, so we only need to add the fog
+                                       // color ontop through the fog mask texture
+                                       //
+                                       // if this is an additive blended material, all the earlier passes
+                                       // were darkened by fog already, and we should not add fog color
+                                       // (because the background was not darkened, there is no fog color
+                                       // that was lost behind it).
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+                               }
+                       }
+               }
+       }
+}
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+       int i;
+       if (ent->model)
+               for (i = 0;i < ent->model->num_textures;i++)
+                       R_UpdateTextureInfo(ent, ent->model->data_textures + i);
+}
+
+int rsurface_array_size = 0;
+float *rsurface_array_vertex3f = NULL;
+float *rsurface_array_svector3f = NULL;
+float *rsurface_array_tvector3f = NULL;
+float *rsurface_array_normal3f = NULL;
+float *rsurface_array_color4f = NULL;
+float *rsurface_array_texcoord3f = NULL;
+
+void R_Mesh_ResizeArrays(int newvertices)
+{
+       if (rsurface_array_size >= newvertices)
+               return;
+       if (rsurface_array_vertex3f)
+               Mem_Free(rsurface_array_vertex3f);
+       rsurface_array_size = (newvertices + 1023) & ~1023;
+       rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+       rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
+       rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
+       rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
+       rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
+       rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+}
+
+float *rsurface_vertex3f;
+float *rsurface_svector3f;
+float *rsurface_tvector3f;
+float *rsurface_normal3f;
+float *rsurface_lightmapcolor4f;
+qboolean rsurface_generatevertex;
+qboolean rsurface_generatetangents;
+qboolean rsurface_generatenormals;
+qboolean rsurface_deformvertex;
+qboolean rsurface_dynamicvertex;
+vec3_t rsurface_modelorg;
+const entity_render_t *rsurface_entity;
+const model_t *rsurface_model;
+const texture_t *rsurface_texture;
+
+void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg)
+{
+       VectorCopy(modelorg, rsurface_modelorg);
+       rsurface_entity = ent;
+       rsurface_model = ent->model;
+       rsurface_texture = texture;
+}
+
+void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents)
+{
+       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
+       {
+               rsurface_generatevertex = true;
+               rsurface_generatetangents = false;
+               rsurface_generatenormals = false;
+               rsurface_vertex3f = rsurface_array_vertex3f;
+               if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+               {
+                       rsurface_generatetangents = true;
+                       rsurface_svector3f = rsurface_array_svector3f;
+                       rsurface_tvector3f = rsurface_array_tvector3f;
+                       rsurface_normal3f = rsurface_array_normal3f;
+               }
+               else
+               {
+                       rsurface_svector3f = NULL;
+                       rsurface_tvector3f = NULL;
+                       if (generatenormals)
+                       {
+                               rsurface_generatenormals = true;
+                               rsurface_normal3f = rsurface_array_normal3f;
+                       }
+                       else
+                               rsurface_normal3f = NULL;
+               }
+       }
+       else
+       {
+               rsurface_generatevertex = false;
+               rsurface_generatetangents = false;
+               rsurface_generatenormals = false;
+               rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
+       }
+       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       {
+               rsurface_deformvertex = true;
+               rsurface_vertex3f = rsurface_array_vertex3f;
+               rsurface_svector3f = rsurface_array_svector3f;
+               rsurface_tvector3f = rsurface_array_tvector3f;
+               rsurface_normal3f = rsurface_array_normal3f;
+       }
+       else
+               rsurface_deformvertex = false;
+       R_Mesh_VertexPointer(rsurface_vertex3f);
+       rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex;
+}
+
+void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface)
+{
+       float *vertex3f, *svector3f, *tvector3f, *normal3f;
+       model_t *model = rsurface_entity->model;
+       if (!rsurface_dynamicvertex)
+               return;
+       if (rsurface_generatevertex)
+       {
+               Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+               if (rsurface_generatetangents)
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+               else if (rsurface_generatenormals)
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+       }
+       if (rsurface_deformvertex)
+       {
+               int i, j;
+               float center[3], forward[3], right[3], up[3], v[4][3];
+               matrix4x4_t matrix1, imatrix1;
+               if (rsurface_generatevertex)
+               {
+                       vertex3f = rsurface_array_vertex3f;
+                       svector3f = rsurface_array_svector3f;
+                       tvector3f = rsurface_array_tvector3f;
+                       normal3f = rsurface_array_normal3f;
+               }
+               else
+               {
+                       vertex3f = rsurface_vertex3f;
+                       svector3f = rsurface_svector3f;
+                       tvector3f = rsurface_tvector3f;
+                       normal3f = rsurface_normal3f;
+               }
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
+               // a single autosprite surface can contain multiple sprites...
+               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               {
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, (vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                       VectorScale(center, 0.25f, center);
+                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                       Matrix4x4_FromVectors(&matrix1, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                       {
+                               forward[0] = rsurface_modelorg[0] - center[0];
+                               forward[1] = rsurface_modelorg[1] - center[1];
+                               forward[2] = 0;
+                               VectorNormalize(forward);
+                               right[0] = forward[1];
+                               right[1] = -forward[0];
+                               right[2] = 0;
+                               VectorSet(up, 0, 0, 1);
+                       }
+                       for (i = 0;i < 4;i++)
+                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
+               }
+               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+       }
+}
+
+static void RSurf_Draw(const msurface_t *surface)
+{
+       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       GL_LockArrays(0, 0);
+}
+
+static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+{
+       int i;
+       float f;
+       float *v, *c, *c2;
+       if (lightmode >= 2)
+       {
+               // model lighting
+               vec3_t ambientcolor;
+               vec3_t diffusecolor;
+               vec3_t lightdir;
+               VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+               ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+               ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+               ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+               diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+               diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+               diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+               if (VectorLength2(diffusecolor) > 0)
+               {
+                       int numverts = surface->num_vertices;
+                       v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+                       c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+                       c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+                       // q3-style directional shading
+                       for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
+                       {
+                               if ((f = DotProduct(c2, lightdir)) > 0)
+                                       VectorMA(ambientcolor, f, diffusecolor, c);
+                               else
+                                       VectorCopy(ambientcolor, c);
+                               c[3] = a;
+                       }
+                       r = 1;
+                       g = 1;
+                       b = 1;
+                       a = 1;
+                       applycolor = false;
+                       rsurface_lightmapcolor4f = rsurface_array_color4f;
+               }
+               else
+               {
+                       r = ambientcolor[0];
+                       g = ambientcolor[1];
+                       b = ambientcolor[2];
+                       rsurface_lightmapcolor4f = NULL;
+               }
+       }
+       else if (lightmode >= 1)
+       {
+               if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
+               {
+                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       {
+                               if (surface->lightmapinfo->samples)
+                               {
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                       VectorScale(lm, scale, c);
+                                       if (surface->lightmapinfo->styles[1] != 255)
+                                       {
+                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                               lm += size3;
+                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                               if (surface->lightmapinfo->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                       VectorMA(c, scale, lm, c);
+                                                       if (surface->lightmapinfo->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                               VectorMA(c, scale, lm, c);
+                                                       }
+                                               }
+                                       }
+                               }
+                               else
+                                       VectorClear(c);
+                       }
+                       rsurface_lightmapcolor4f = rsurface_array_color4f;
+               }
+               else
+                       rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+       }
+       else
+               rsurface_lightmapcolor4f = NULL;
+       if (applyfog)
+       {
+               if (rsurface_lightmapcolor4f)
+               {
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                       {
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               c2[0] = c[0] * f;
+                               c2[1] = c[1] * f;
+                               c2[2] = c[2] * f;
+                               c2[3] = c[3];
+                       }
+               }
+               else
+               {
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       {
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               c2[0] = f;
+                               c2[1] = f;
+                               c2[2] = f;
+                               c2[3] = 1;
+                       }
+               }
+               rsurface_lightmapcolor4f = rsurface_array_color4f;
+       }
+       if (applycolor && rsurface_lightmapcolor4f)
+       {
+               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               {
+                       c2[0] = c[0] * r;
+                       c2[1] = c[1] * g;
+                       c2[2] = c[2] * b;
+                       c2[3] = c[3] * a;
+               }
+               rsurface_lightmapcolor4f = rsurface_array_color4f;
+       }
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       GL_Color(r, g, b, a);
+       RSurf_Draw(surface);
+}
+
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       int lightmode;
+       const msurface_t *surface;
+       model_t *model = ent->model;
+       qboolean applycolor;
+       qboolean applyfog;
+       rmeshstate_t m;
+       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+               return;
+       r_shadow_rtlight = NULL;
+       renderstats.entities_surfaces += texturenumsurfaces;
+       // FIXME: identify models using a better check than model->brush.shadowmesh
+       lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
+       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+               qglDisable(GL_CULL_FACE);
+       RSurf_PrepareForBatch(ent, texture, modelorg);
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+       {
+               // transparent sky would be ridiculous
+               if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               {
+                       if (skyrendernow)
+                       {
+                               skyrendernow = false;
+                               R_Sky();
+                               // restore entity matrix
+                               R_Mesh_Matrix(&ent->matrix);
+                       }
+                       GL_DepthMask(true);
+                       // LordHavoc: HalfLife maps have freaky skypolys...
+                       // LordHavoc: Quake3 never did sky masking (unlike software Quake
+                       // and Quake2), so disable the sky masking in Quake3 maps as it
+                       // causes problems with q3map2 sky tricks
+                       if (!model->brush.ishlbsp && model->type != mod_brushq3)
+                       {
+                               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
+                               if (skyrendermasked)
+                               {
+                                       // depth-only (masking)
+                                       GL_ColorMask(0,0,0,0);
+                                       // just to make sure that braindead drivers don't draw
+                                       // anything despite that colormask...
+                                       GL_BlendFunc(GL_ZERO, GL_ONE);
+                               }
+                               else
+                               {
+                                       // fog sky
+                                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                               }
+                               RSurf_SetPointersForPass(false, false);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_Draw(surface);
+                               }
+                               if (skyrendermasked)
+                                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+                       }
+               }
+       }
+       else if (r_glsl.integer && gl_support_fragment_shader)
+       {
+               if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+               }
+               else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+               }
+               else
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State(&m);
+               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
+               R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
+               if (!r_glsl_permutation)
+                       return;
+               RSurf_SetPointersForPass(false, true);
+               if (lightmode == 2)
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+                               RSurf_Draw(surface);
+                       }
+               }
+               else
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+                               R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
+                               if (surface->lightmaptexture)
+                               {
+                                       R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
+                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                                               R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
+                                       R_Mesh_ColorPointer(NULL);
+                               }
+                               else
+                               {
+                                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                                               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                                       R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
+                               }
+                               RSurf_Draw(surface);
+                       }
+               }
+               qglUseProgramObjectARB(0);
+       }
+       else if (texture->currentnumlayers)
+       {
+               int layerindex;
+               texturelayer_t *layer;
+               for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
+               {
+                       vec4_t layercolor;
+                       int layertexrgbscale;
+                       GL_DepthMask(layer->depthmask);
+                       GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+                       if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+                       {
+                               layertexrgbscale = 4;
+                               VectorScale(layer->color, 0.25f, layercolor);
+                       }
+                       else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+                       {
+                               layertexrgbscale = 2;
+                               VectorScale(layer->color, 0.5f, layercolor);
+                       }
+                       else
+                       {
+                               layertexrgbscale = 1;
+                               VectorScale(layer->color, 1.0f, layercolor);
+                       }
+                       layercolor[3] = layer->color[3];
+                       GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+                       applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+                       switch (layer->type)
+                       {
+                       case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[1] = R_GetTexture(layer->texture);
+                               m.texmatrix[1] = layer->texmatrix;
+                               m.texrgbscale[1] = layertexrgbscale;
+                               m.pointer_color = rsurface_array_color4f;
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
+                               if (lightmode == 2)
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                       }
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               if (surface->lightmaptexture)
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                               }
+                                               else
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                               }
+                                       }
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = rsurface_array_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
+                               if (lightmode == 2)
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
+                                       }
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               if (surface->lightmaptexture)
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
+                                               }
+                                               else
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
+                                               }
+                                       }
+                               }
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = rsurface_array_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               m.pointer_color = rsurface_array_color4f;
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
+                               if (lightmode == 2)
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                       }
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                       }
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_TEXTURE:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = rsurface_array_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_FOG:
+                               memset(&m, 0, sizeof(m));
+                               if (layer->texture)
+                               {
+                                       m.tex[0] = R_GetTexture(layer->texture);
+                                       m.texmatrix[0] = layer->texmatrix;
+                               }
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       int i;
+                                       float f, *v, *c;
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       if (layer->texture)
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                       {
+                                               f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                                               c[0] = layercolor[0];
+                                               c[1] = layercolor[1];
+                                               c[2] = layercolor[2];
+                                               c[3] = f * layercolor[3];
+                                       }
+                                       RSurf_Draw(surface);
+                               }
+                               break;
+                       default:
+                               Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+                       }
+                       // if trying to do overbright on first pass of an opaque surface
+                       // when combine is not supported, brighten as a post process
+                       if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
+                       {
+                               int scale;
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               GL_Color(1, 1, 1, 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+                                               RSurf_Draw(surface);
+                               }
+                       }
+               }
+       }
+       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+               qglEnable(GL_CULL_FACE);
+}
+
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+{
+       const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
+       vec3_t modelorg;
+       texture_t *texture;
+
+       texture = surface->texture;
+       if (texture->basematerialflags & MATERIALFLAG_SKY)
+               return; // transparent sky is too difficult
+       R_UpdateTextureInfo(ent, texture);
+
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+}
+
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       const msurface_t *surface;
+       vec3_t tempcenter, center;
+       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+       {
+               // drawing sky transparently would be too difficult
+               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
+                       }
+               }
+       }
+       else
+               R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
+
+extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+       int i, j, f, flagsmask;
+       int counttriangles = 0;
+       msurface_t *surface, **surfacechain;
+       texture_t *t, *texture;
+       model_t *model = ent->model;
+       vec3_t modelorg;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       const msurface_t *surfacelist[1024];
+       if (model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       // update light styles
+       if (!skysurfaces && model->brushq1.light_styleupdatechains)
+       {
+               for (i = 0;i < model->brushq1.light_styles;i++)
+               {
+                       if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+                       {
+                               model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
+                       }
+               }
+       }
+
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       f = 0;
+       t = NULL;
+       texture = NULL;
+       numsurfacelist = 0;
+       if (r_showsurfaces.integer)
+       {
+               rmeshstate_t m;
+               GL_DepthTest(true);
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State(&m);
+               RSurf_SetPointersForPass(false, false);
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+                               continue;
+                       texture = surface->texture->currentframe;
+                       if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               int k = (int)(((size_t)surface) / sizeof(msurface_t));
+                               GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               RSurf_Draw(surface);
+                               renderstats.entities_triangles += surface->num_triangles;
+                       }
+                       renderstats.entities_surfaces++;
+               }
+       }
+       else if (ent == r_refdef.worldentity)
+       {
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (!r_worldsurfacevisible[j])
+                               continue;
+                       if (t != surface->texture)
+                       {
+                               if (numsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
+                       }
+                       if (f && surface->num_triangles)
+                       {
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
+                               if (numsurfacelist >= maxsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                       }
+               }
+       }
+       else
+       {
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (t != surface->texture)
+                       {
+                               if (numsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
+                       }
+                       if (f && surface->num_triangles)
+                       {
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
+                               if (numsurfacelist >= maxsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                       }
+               }
+       }
+       if (numsurfacelist)
+               R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+       renderstats.entities_triangles += counttriangles;
+       if (gl_support_fragment_shader)
+               qglUseProgramObjectARB(0);
+
+       if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
+       {
+               int i;
+               msurface_t *surface;
+               q3mbrush_t *brush;
+               R_Mesh_Matrix(&ent->matrix);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
+               qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               R_DrawCollisionBrush(brush->colbrushf);
+               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->num_collisiontriangles)
+                               R_DrawCollisionSurface(ent, surface);
+               qglPolygonOffset(r_polygonfactor, r_polygonoffset);
+       }
+
+       if (r_showtris.integer || r_shownormals.integer)
+       {
+               int k, l;
+               const int *elements;
+               rmeshstate_t m;
+               vec3_t v;
+               GL_DepthTest(true);
+               GL_DepthMask(true);
+               if (r_showdisabledepthtest.integer)
+                       qglDepthFunc(GL_ALWAYS);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State(&m);
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+                               continue;
+                       texture = surface->texture->currentframe;
+                       if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareForBatch(ent, texture, modelorg);
+                               RSurf_SetPointersForPass(false, r_shownormals.integer != 0);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               if (r_showtris.integer)
+                               {
+                                       if (!texture->currentlayers->depthmask)
+                                               GL_Color(r_showtris.value, 0, 0, 1);
+                                       else if (ent == r_refdef.worldentity)
+                                               GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+                                       else
+                                               GL_Color(0, r_showtris.value, 0, 1);
+                                       elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0;k < surface->num_triangles;k++, elements += 3)
+                                       {
+                                               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+                                               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+                                               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+                                       }
+                                       qglEnd();
+                               }
+                               if (r_shownormals.integer)
+                               {
+                                       GL_Color(r_shownormals.value, 0, 0, 1);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface_vertex3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       GL_Color(0, 0, r_shownormals.value, 1);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface_vertex3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       GL_Color(0, r_shownormals.value, 0, 1);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface_vertex3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                               }
+                       }
+               }
+               if (r_showdisabledepthtest.integer)
+                       qglDepthFunc(GL_LEQUAL);
+       }
 }