]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
optimizations to surface rendering setup
[xonotic/darkplaces.git] / gl_rmain.c
index c4f2b1fc97e86dafb6c43afd3a719bdfd46a02d1..e9ed8aafa0c7072ae63f20a6406d075d9a7e7b5e 100644 (file)
@@ -48,9 +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;
@@ -64,15 +61,18 @@ int r_view_width;
 int r_view_height;
 int r_view_depth;
 matrix4x4_t r_view_matrix;
-
+float r_polygonfactor;
+float r_polygonoffset;
+float r_shadowpolygonfactor;
+float r_shadowpolygonoffset;
 //
 // screen size info
 //
 refdef_t r_refdef;
 
 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_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
 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"};
@@ -1168,8 +1168,8 @@ void GL_Main_Init(void)
        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_showtris_polygonoffset);
        Cvar_RegisterVariable(&r_shownormals);
        Cvar_RegisterVariable(&r_showlighting);
        Cvar_RegisterVariable(&r_showshadowvolumes);
@@ -1825,6 +1825,18 @@ void R_RenderView(void)
        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);
@@ -1838,12 +1850,12 @@ void R_RenderView(void)
                R_TimeReport("setup");
 
        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();
@@ -1873,6 +1885,18 @@ void CSQC_R_ClearScreen (void)
        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);
@@ -1890,12 +1914,12 @@ void CSQC_R_ClearScreen (void)
 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();
@@ -1949,123 +1973,85 @@ void R_RenderScene(void)
 
        R_Shadow_UpdateWorldLightSelection();
 
-       for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+       if (cl.csqc_vidvars.drawworld)
        {
-               if (r_showtrispass)
-               {
-                       rmeshstate_t m;
-                       r_showtrispass = 0;
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_DepthTest(!r_showdisabledepthtest.integer);
-                       GL_DepthMask(GL_FALSE);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       //qglEnable(GL_LINE_SMOOTH);
-                       qglEnable(GL_POLYGON_OFFSET_LINE);
-                       qglPolygonOffset(0, r_showtris_polygonoffset.value);
-                       r_showtrispass = 1;
-               }
-
-               if (cl.csqc_vidvars.drawworld)
-               {
-                       // don't let sound skip if going slow
-                       if (r_refdef.extraupdate)
-                               S_ExtraUpdate ();
-
-                       if (r_showtrispass)
-                               GL_ShowTrisColor(0.025, 0.025, 0, 1);
-                       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
-                       {
-                               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
-                               if (r_timereport_active)
-                                       R_TimeReport("worldsky");
-                       }
-
-                       if (R_DrawBrushModelsSky() && r_timereport_active)
-                               R_TimeReport("bmodelsky");
-
-                       if (r_showtrispass)
-                               GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-                       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 ();
 
-               if (r_showtrispass)
-                       GL_ShowTrisColor(0, 0.015, 0, 1);
+               if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+               {
+                       r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+                       if (r_timereport_active)
+                               R_TimeReport("worldsky");
+               }
 
-               R_DrawModels();
-               if (r_timereport_active)
-                       R_TimeReport("models");
+               if (R_DrawBrushModelsSky() && r_timereport_active)
+                       R_TimeReport("bmodelsky");
 
-               // don't let sound skip if going slow
-               if (r_refdef.extraupdate)
-                       S_ExtraUpdate ();
-
-               if (r_showtrispass)
-                       GL_ShowTrisColor(0, 0, 0.033, 1);
-               R_ShadowVolumeLighting(false);
-               if (r_timereport_active)
-                       R_TimeReport("rtlights");
+               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 ();
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-               if (r_showtrispass)
-                       GL_ShowTrisColor(0.1, 0, 0, 1);
+       R_DrawModels();
+       if (r_timereport_active)
+               R_TimeReport("models");
 
-               if (cl.csqc_vidvars.drawworld)
-               {
-                       R_DrawLightningBeams();
-                       if (r_timereport_active)
-                               R_TimeReport("lightning");
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-                       R_DrawParticles();
-                       if (r_timereport_active)
-                               R_TimeReport("particles");
+       R_ShadowVolumeLighting(false);
+       if (r_timereport_active)
+               R_TimeReport("rtlights");
 
-                       R_DrawExplosions();
-                       if (r_timereport_active)
-                               R_TimeReport("explosions");
-               }
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-               R_MeshQueue_RenderTransparent();
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawLightningBeams();
                if (r_timereport_active)
-                       R_TimeReport("drawtrans");
+                       R_TimeReport("lightning");
 
-               if (cl.csqc_vidvars.drawworld)
-               {
-                       R_DrawCoronas();
-                       if (r_timereport_active)
-                               R_TimeReport("coronas");
-               }
-               if(cl.csqc_vidvars.drawcrosshair)
-               {
-                       R_DrawWorldCrosshair();
-                       if (r_timereport_active)
-                               R_TimeReport("crosshair");
-               }
+               R_DrawParticles();
+               if (r_timereport_active)
+                       R_TimeReport("particles");
 
-               VM_AddPolygonsToMeshQueue();
+               R_DrawExplosions();
+               if (r_timereport_active)
+                       R_TimeReport("explosions");
+       }
 
-               R_MeshQueue_Render();
+       R_MeshQueue_RenderTransparent();
+       if (r_timereport_active)
+               R_TimeReport("drawtrans");
 
-               if (r_showtrispass)
-               {
-                       //qglDisable(GL_LINE_SMOOTH);
-                       qglDisable(GL_POLYGON_OFFSET_LINE);
-               }
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawCoronas();
+               if (r_timereport_active)
+                       R_TimeReport("coronas");
+       }
+       if(cl.csqc_vidvars.drawcrosshair)
+       {
+               R_DrawWorldCrosshair();
+               if (r_timereport_active)
+                       R_TimeReport("crosshair");
        }
 
-       r_showtrispass = 0;
+       VM_AddPolygonsToMeshQueue();
+
+       R_MeshQueue_Render();
 
        R_MeshQueue_EndScene();
 
@@ -2354,6 +2340,36 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
+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);
+       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;
@@ -2562,21 +2578,40 @@ float *rsurface_svector3f;
 float *rsurface_tvector3f;
 float *rsurface_normal3f;
 float *rsurface_lightmapcolor4f;
+qboolean rsurface_generatevertex;
+qboolean rsurface_generatetangents;
+qboolean rsurface_generatenormals;
+qboolean rsurface_deformvertex;
+qboolean rsurface_dynamicvertex;
+vec3_t rsurface_modelorg;
+const entity_render_t *rsurface_entity;
+const model_t *rsurface_model;
+const texture_t *rsurface_texture;
+
+void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg)
+{
+       VectorCopy(modelorg, rsurface_modelorg);
+       rsurface_entity = ent;
+       rsurface_model = ent->model;
+       rsurface_texture = texture;
+}
 
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
+void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents)
 {
-       if (rsurface_array_size < surface->groupmesh->num_vertices)
-               R_Mesh_ResizeArrays(surface->groupmesh->num_vertices);
-       if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
        {
+               rsurface_generatevertex = true;
+               rsurface_generatetangents = false;
+               rsurface_generatenormals = false;
                rsurface_vertex3f = rsurface_array_vertex3f;
-               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
-               if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+               if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
                {
+                       rsurface_generatetangents = true;
                        rsurface_svector3f = rsurface_array_svector3f;
                        rsurface_tvector3f = rsurface_array_tvector3f;
                        rsurface_normal3f = rsurface_array_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
                else
                {
@@ -2584,8 +2619,8 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        rsurface_tvector3f = NULL;
                        if (generatenormals)
                        {
+                               rsurface_generatenormals = true;
                                rsurface_normal3f = rsurface_array_normal3f;
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                        }
                        else
                                rsurface_normal3f = NULL;
@@ -2593,35 +2628,80 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
        }
        else
        {
-               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
-               rsurface_svector3f = surface->groupmesh->data_svector3f;
-               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
-               rsurface_normal3f = surface->groupmesh->data_normal3f;
+               rsurface_generatevertex = false;
+               rsurface_generatetangents = false;
+               rsurface_generatenormals = false;
+               rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
+       }
+       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       {
+               rsurface_deformvertex = true;
+               rsurface_vertex3f = rsurface_array_vertex3f;
+               rsurface_svector3f = rsurface_array_svector3f;
+               rsurface_tvector3f = rsurface_array_tvector3f;
+               rsurface_normal3f = rsurface_array_normal3f;
+       }
+       else
+               rsurface_deformvertex = false;
+       R_Mesh_VertexPointer(rsurface_vertex3f);
+       rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex;
+}
+
+void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface)
+{
+       float *vertex3f, *svector3f, *tvector3f, *normal3f;
+       model_t *model = rsurface_entity->model;
+       if (!rsurface_dynamicvertex)
+               return;
+       if (rsurface_generatevertex)
+       {
+               Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+               if (rsurface_generatetangents)
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+               else if (rsurface_generatenormals)
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
        }
-       if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       if (rsurface_deformvertex)
        {
                int i, j;
                float center[3], forward[3], right[3], up[3], v[4][3];
                matrix4x4_t matrix1, imatrix1;
-               Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+               if (rsurface_generatevertex)
+               {
+                       vertex3f = rsurface_array_vertex3f;
+                       svector3f = rsurface_array_svector3f;
+                       tvector3f = rsurface_array_tvector3f;
+                       normal3f = rsurface_array_normal3f;
+               }
+               else
+               {
+                       vertex3f = rsurface_vertex3f;
+                       svector3f = rsurface_svector3f;
+                       tvector3f = rsurface_tvector3f;
+                       normal3f = rsurface_normal3f;
+               }
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
                // a single autosprite surface can contain multiple sprites...
                for (j = 0;j < surface->num_vertices - 3;j += 4)
                {
                        VectorClear(center);
                        for (i = 0;i < 4;i++)
-                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                               VectorAdd(center, (vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                        VectorScale(center, 0.25f, center);
                        // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_FromVectors(&matrix1, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (tvector3f + 3 * surface->num_firstvertex) + j*3, center);
                        Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                        for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                        {
-                               forward[0] = modelorg[0] - center[0];
-                               forward[1] = modelorg[1] - center[1];
+                               forward[0] = rsurface_modelorg[0] - center[0];
+                               forward[1] = rsurface_modelorg[1] - center[1];
                                forward[2] = 0;
                                VectorNormalize(forward);
                                right[0] = forward[1];
@@ -2632,41 +2712,35 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        for (i = 0;i < 4;i++)
                                VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               rsurface_svector3f = rsurface_array_svector3f;
-               rsurface_tvector3f = rsurface_array_tvector3f;
-               rsurface_normal3f = rsurface_array_normal3f;
-               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
        }
-       R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
 static void RSurf_Draw(const msurface_t *surface)
 {
        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
        GL_LockArrays(0, 0);
 }
 
-static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
        int i;
        float f;
        float *v, *c, *c2;
-       RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false);
        if (lightmode >= 2)
        {
                // model lighting
                vec3_t ambientcolor;
                vec3_t diffusecolor;
                vec3_t lightdir;
-               VectorCopy(ent->modellight_lightdir, lightdir);
-               ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f;
-               ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f;
-               ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f;
-               diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f;
-               diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f;
-               diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f;
+               VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+               ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+               ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+               ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+               diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+               diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+               diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
                if (VectorLength2(diffusecolor) > 0)
                {
                        int numverts = surface->num_vertices;
@@ -2705,7 +2779,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                        {
                                if (surface->lightmapinfo->samples)
                                {
-                                       const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
                                        float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
                                        VectorScale(lm, scale, c);
                                        if (surface->lightmapinfo->styles[1] != 255)
@@ -2734,7 +2808,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                        rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
                else
-                       rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+                       rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
        }
        else
                rsurface_lightmapcolor4f = NULL;
@@ -2744,7 +2818,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                {
                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                c2[0] = c[0] * f;
                                c2[1] = c[1] * f;
                                c2[2] = c[2] * f;
@@ -2755,7 +2829,7 @@ static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *text
                {
                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                c2[0] = f;
                                c2[1] = f;
                                c2[2] = f;
@@ -2785,6 +2859,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        int texturesurfaceindex;
        int lightmode;
        const msurface_t *surface;
+       model_t *model = ent->model;
        qboolean applycolor;
        qboolean applyfog;
        rmeshstate_t m;
@@ -2792,11 +2867,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                return;
        r_shadow_rtlight = NULL;
        renderstats.entities_surfaces += texturenumsurfaces;
-       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
-       lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+       // FIXME: identify models using a better check than model->brush.shadowmesh
+       lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
+       RSurf_PrepareForBatch(ent, texture, modelorg);
        if (texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                // transparent sky would be ridiculous
@@ -2811,7 +2887,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        GL_DepthMask(true);
                        // LordHavoc: HalfLife maps have freaky skypolys...
-                       //if (!ent->model->brush.ishlbsp)
+                       // 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));
@@ -2829,10 +2908,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        // fog sky
                                        GL_BlendFunc(GL_ONE, GL_ZERO);
                                }
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
                                        RSurf_Draw(surface);
                                }
                                if (skyrendermasked)
@@ -2864,13 +2945,15 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
                if (!r_glsl_permutation)
                        return;
+               RSurf_SetPointersForPass(false, true);
                if (lightmode == 2)
                {
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                                R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
                                R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
                                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
@@ -2882,12 +2965,13 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               if (rsurface_dynamicvertex)
+                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                                R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
                                R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
                                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-                               R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f);
+                               R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
                                if (surface->lightmaptexture)
                                {
                                        R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
@@ -2900,7 +2984,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                                        if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                                                R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+                                       R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
                                }
                                RSurf_Draw(surface);
                        }
@@ -2945,15 +3029,18 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texrgbscale[1] = layertexrgbscale;
                                m.pointer_color = rsurface_array_color4f;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
                                else
@@ -2961,17 +3048,19 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                                if (surface->lightmaptexture)
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                                }
                                                else
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
                                                }
                                        }
                                }
@@ -2983,14 +3072,17 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
                                        }
                                }
                                else
@@ -2998,16 +3090,18 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
                                                if (surface->lightmaptexture)
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false);
+                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
                                                }
                                                else
                                                {
                                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
                                                }
                                        }
                                }
@@ -3018,11 +3112,14 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
                                }
                                break;
                        case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
@@ -3032,13 +3129,16 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texrgbscale[0] = layertexrgbscale;
                                m.pointer_color = rsurface_array_color4f;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(lightmode == 2, false);
                                if (lightmode == 2)
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
                                else
@@ -3046,8 +3146,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                               if (rsurface_dynamicvertex)
+                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
                                        }
                                }
                                break;
@@ -3058,11 +3160,14 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = rsurface_array_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
+                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                }
                                break;
                        case TEXTURELAYERTYPE_FOG:
@@ -3073,15 +3178,17 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        m.texmatrix[0] = layer->texmatrix;
                                }
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        int i;
                                        float f, *v, *c;
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
                                        if (layer->texture)
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                                        R_Mesh_ColorPointer(rsurface_array_color4f);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
                                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                        {
                                                f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
@@ -3105,56 +3212,17 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                GL_Color(1, 1, 1, 1);
                                memset(&m, 0, sizeof(m));
                                R_Mesh_State(&m);
+                               RSurf_SetPointersForPass(false, false);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                                       if (rsurface_dynamicvertex)
+                                               RSurf_PrepareDynamicSurfaceVertices(surface);
                                        for (scale = 1;scale < layertexrgbscale;scale <<= 1)
                                                RSurf_Draw(surface);
                                }
                        }
                }
-               if (r_shownormals.integer && !r_showtrispass)
-               {
-                       int j, k;
-                       float v[3];
-                       GL_DepthTest(!r_showdisabledepthtest.integer);
-                       GL_DepthMask(texture->currentlayers->depthmask);
-                       GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
-                               GL_Color(1, 0, 0, 1);
-                               qglBegin(GL_LINES);
-                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
-                               {
-                                       VectorCopy(rsurface_vertex3f + k * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_svector3f + k * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                               }
-                               GL_Color(0, 0, 1, 1);
-                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
-                               {
-                                       VectorCopy(rsurface_vertex3f + k * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                               }
-                               GL_Color(0, 1, 0, 1);
-                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
-                               {
-                                       VectorCopy(rsurface_vertex3f + k * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_normal3f + k * 3, v);
-                                       qglVertex3f(v[0], v[1], v[2]);
-                               }
-                               qglEnd();
-                       }
-               }
        }
        if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglEnable(GL_CULL_FACE);
@@ -3239,7 +3307,33 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        t = NULL;
        texture = NULL;
        numsurfacelist = 0;
-       if (ent == r_refdef.worldentity)
+       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++)
                {
@@ -3305,9 +3399,108 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        }
        if (numsurfacelist)
                R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
-       if (!r_showtrispass)
-               renderstats.entities_triangles += counttriangles;
+       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);
+       }
 }