]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
console logging (-condebug) now starts earlier in the startup process (just after...
[xonotic/darkplaces.git] / gl_rmain.c
index 1e751c916edf77bb1631babe70027c350050856b..f3538129f1ffb2e5840b584c7385d9596be66160 100644 (file)
@@ -230,7 +230,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable (&r_fullbright);
        Cvar_RegisterVariable (&r_textureunits);
        Cvar_RegisterVariable (&r_shadow_cull);
-       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
@@ -272,16 +272,6 @@ float R_FarClip_Finish(void)
        return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
-/*
-===============
-R_NewMap
-===============
-*/
-void R_NewMap (void)
-{
-       R_Modules_NewMap();
-}
-
 extern void R_Textures_Init(void);
 extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
@@ -511,7 +501,6 @@ int VIS_CullSphere(const vec3_t origin, vec_t radius)
 static void R_MarkEntities (void)
 {
        int i;
-       vec3_t v;
        entity_render_t *ent;
 
        ent = &cl_entities[0].render;
@@ -528,26 +517,10 @@ static void R_MarkEntities (void)
        {
                ent = r_refdef.entities[i];
                Mod_CheckLoaded(ent->model);
-
-               // move view-relative models to where they should be
-               if (ent->flags & RENDER_VIEWMODEL)
-               {
-                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       ent->flags -= RENDER_VIEWMODEL;
-                       // transform origin
-                       VectorCopy(ent->origin, v);
-                       ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
-                       // adjust angles
-                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
-               }
-
-               VectorCopy(ent->angles, v);
-               if (!ent->model || ent->model->type != mod_brush)
-                       v[0] = -v[0];
-               Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
-               Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+               // 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_LerpAnimation(ent);
                R_UpdateEntLights(ent);
                if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
@@ -749,7 +722,7 @@ int LightAndVis_CullPointCloud(int numpoints, const float *points)
 }
 
 
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
 {
        vec3_t relativelightorigin;
        #if 0
@@ -766,7 +739,7 @@ void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float c
                if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
                 || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
                 || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
-                || Light_CullBox(ent->mins, ent->maxs))
+                || (lightmarked && Light_CullBox(ent->mins, ent->maxs)))
                        return;
        }
        #if 0
@@ -782,7 +755,7 @@ void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float c
                        Matrix4x4_Transform(&ent->matrix, temp, points[i]);
                        VectorSubtract(points[i], lightorigin, temp);
                        dist = projectdistance / sqrt(DotProduct(temp, temp));
-                       VectorMA(points[i], dist, temp, points[i+8]);
+                       VectorMA(lightorigin, dist, temp, points[i+8]);
                }
                if (LightAndVis_CullPointCloud(16, points[0]))
                        return;
@@ -846,7 +819,7 @@ void R_ShadowVolumeLighting (int visiblevolumes)
                memset(&m, 0, sizeof(m));
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ONE;
-               if (r_shadow_realtime.integer >= 3)
+               if (r_shadow_visiblevolumes.integer >= 2)
                        m.depthdisable = true;
                R_Mesh_State(&m);
                qglDisable(GL_CULL_FACE);
@@ -855,223 +828,227 @@ void R_ShadowVolumeLighting (int visiblevolumes)
        else
                R_Shadow_Stage_Begin();
        shadowframecount++;
-       for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+       if (r_shadow_realtime_world.integer)
        {
-               if (d_lightstylevalue[wl->style] <= 0)
-                       continue;
-               if (R_CullBox(wl->mins, wl->maxs))
-               //if (R_CullSphere(wl->origin, cullradius))
-                       continue;
-               //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
-               //      continue;
-               //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
-               //      continue;
-               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                       continue;
-
-               cullradius = wl->cullradius;
-               lightradius = wl->lightradius;
-
-               if (cl.worldmodel != NULL)
+               R_Shadow_LoadWorldLightsIfNeeded();
+               for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
                {
-                       for (i = 0;i < wl->numleafs;i++)
-                               if (wl->leafs[i]->visframe == r_framecount)
-                                       break;
-                       if (i == wl->numleafs)
+                       if (d_lightstylevalue[wl->style] <= 0)
+                               continue;
+                       if (R_CullBox(wl->mins, wl->maxs))
+                       //if (R_CullSphere(wl->origin, cullradius))
+                               continue;
+                       //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
+                       //      continue;
+                       //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
+                       //      continue;
+                       if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
                                continue;
-                       leaf = wl->leafs[i++];
-                       VectorCopy(leaf->mins, clipmins);
-                       VectorCopy(leaf->maxs, clipmaxs);
-                       for (;i < wl->numleafs;i++)
+
+                       cullradius = wl->cullradius;
+                       lightradius = wl->lightradius;
+
+                       if (cl.worldmodel != NULL)
                        {
-                               leaf = wl->leafs[i];
-                               if (leaf->visframe == r_framecount)
+                               for (i = 0;i < wl->numleafs;i++)
+                                       if (wl->leafs[i]->visframe == r_framecount)
+                                               break;
+                               if (i == wl->numleafs)
+                                       continue;
+                               leaf = wl->leafs[i++];
+                               VectorCopy(leaf->mins, clipmins);
+                               VectorCopy(leaf->maxs, clipmaxs);
+                               for (;i < wl->numleafs;i++)
                                {
-                                       if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
-                                       if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
-                                       if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
-                                       if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
-                                       if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
-                                       if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                                       leaf = wl->leafs[i];
+                                       if (leaf->visframe == r_framecount)
+                                       {
+                                               if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
+                                               if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
+                                               if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
+                                               if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
+                                               if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
+                                               if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+                                       }
                                }
+                               if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
+                               if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+                               if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+                               if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+                               if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+                               if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+                       }
+                       else
+                       {
+                               VectorCopy(wl->mins, clipmins);
+                               VectorCopy(wl->maxs, clipmaxs);
                        }
-                       if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
-                       if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
-                       if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
-                       if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
-                       if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
-                       if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
-               }
-               else
-               {
-                       VectorCopy(wl->mins, clipmins);
-                       VectorCopy(wl->maxs, clipmaxs);
-               }
-
-               //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
-               if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                       continue;
 
-               // mark the leafs we care about so only things in those leafs will matter
-               if (cl.worldmodel != NULL)
-                       for (i = 0;i < wl->numleafs;i++)
-                               wl->leafs[i]->worldnodeframe = shadowframecount;
+                       //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+                       if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+                               continue;
 
-               f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
-               VectorScale(wl->light, f, lightcolor);
-               if (wl->selected)
-               {
-                       f = 2 + sin(realtime * M_PI * 4.0);
-                       VectorScale(lightcolor, f, lightcolor);
-               }
+                       // mark the leafs we care about so only things in those leafs will matter
+                       if (cl.worldmodel != NULL)
+                               for (i = 0;i < wl->numleafs;i++)
+                                       wl->leafs[i]->worldnodeframe = shadowframecount;
 
-               if (wl->castshadows)
-               {
-                       if (!visiblevolumes)
-                               R_Shadow_Stage_ShadowVolumes();
-                       ent = &cl_entities[0].render;
-                       if (wl->shadowvolume && r_shadow_staticworldlights.integer)
-                               R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
-                       else
-                               R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
-                       if (r_drawentities.integer)
-                               for (i = 0;i < r_refdef.numentities;i++)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
-               }
+                       f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
+                       VectorScale(wl->light, f, lightcolor);
+                       if (wl->selected)
+                       {
+                               f = 2 + sin(realtime * M_PI * 4.0);
+                               VectorScale(lightcolor, f, lightcolor);
+                       }
 
-               if (!visiblevolumes)
-               {
-                       if (wl->castshadows)
-                               R_Shadow_Stage_LightWithShadows();
-                       else
-                               R_Shadow_Stage_LightWithoutShadows();
-
-                       // calculate world to filter matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
-                       Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                       // calculate world to attenuationxyz/xy matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                       Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                       // calculate world to attenuationz matrix
-                       matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                       matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                       matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                       matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                       Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
+                       if (wl->castshadows && (gl_stencil || visiblevolumes))
                        {
-                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                               if (wl->numsurfaces)
-                                       R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               if (!visiblevolumes)
+                                       R_Shadow_Stage_ShadowVolumes();
+                               ent = &cl_entities[0].render;
+                               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+                                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
                                else
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
+                               if (r_drawentities.integer)
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                               R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
                        }
-                       if (r_drawentities.integer)
+
+                       if (!visiblevolumes)
                        {
-                               for (i = 0;i < r_refdef.numentities;i++)
+                               if (wl->castshadows && gl_stencil)
+                                       R_Shadow_Stage_LightWithShadows();
+                               else
+                                       R_Shadow_Stage_LightWithoutShadows();
+
+                               // calculate world to filter matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
+                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                               // calculate world to attenuationxyz/xy matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                               // calculate world to attenuationz matrix
+                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+                               ent = &cl_entities[0].render;
+                               if (ent->model && ent->model->DrawLight)
                                {
-                                       ent = r_refdef.entities[i];
-                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                        && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
-                                        && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
-                                        && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       {
-                                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       if (wl->numsurfaces)
+                                               R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                       else
                                                ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               }
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
+                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                               {
+                                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               }
                                        }
                                }
                        }
                }
        }
-       for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
        {
-               lightradius = rd->cullradius;
-               clipmins[0] = rd->origin[0] - lightradius;
-               clipmins[1] = rd->origin[1] - lightradius;
-               clipmins[2] = rd->origin[2] - lightradius;
-               clipmaxs[0] = rd->origin[0] + lightradius;
-               clipmaxs[1] = rd->origin[1] + lightradius;
-               clipmaxs[2] = rd->origin[2] + lightradius;
-               if (VIS_CullBox(clipmins, clipmaxs))
-                       continue;
-
-               //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
-               if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                       continue;
-
-               if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-
-               cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
-               VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
-               ent = &cl_entities[0].render;
-               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
-               if (r_drawentities.integer)
+               for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
                {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent != rd->ent)
-                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
-                       }
-               }
+                       lightradius = rd->cullradius;
+                       clipmins[0] = rd->origin[0] - lightradius;
+                       clipmins[1] = rd->origin[1] - lightradius;
+                       clipmins[2] = rd->origin[2] - lightradius;
+                       clipmaxs[0] = rd->origin[0] + lightradius;
+                       clipmaxs[1] = rd->origin[1] + lightradius;
+                       clipmaxs[2] = rd->origin[2] + lightradius;
+                       if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+                               continue;
 
-               if (!visiblevolumes)
-               {
-                       R_Shadow_Stage_LightWithShadows();
-
-                       // calculate world to filter matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
-                       Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                       // calculate world to attenuationxyz/xy matrix
-                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                       Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                       // calculate world to attenuationz matrix
-                       matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                       matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                       matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                       matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                       Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
+                       cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+                       VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+
+                       if (gl_stencil || visiblevolumes)
                        {
-                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               if (!visiblevolumes)
+                                       R_Shadow_Stage_ShadowVolumes();
+                               ent = &cl_entities[0].render;
+                               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent != rd->ent)
+                                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+                                       }
+                               }
                        }
-                       if (r_drawentities.integer)
+
+                       if (!visiblevolumes)
                        {
-                               for (i = 0;i < r_refdef.numentities;i++)
+                               if (gl_stencil)
+                                       R_Shadow_Stage_LightWithShadows();
+                               else
+                                       R_Shadow_Stage_LightWithoutShadows();
+
+                               // calculate world to filter matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
+                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                               // calculate world to attenuationxyz/xy matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                               // calculate world to attenuationz matrix
+                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+                               ent = &cl_entities[0].render;
+                               if (ent->model && ent->model->DrawLight)
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               }
+                               if (r_drawentities.integer)
                                {
-                                       ent = r_refdef.entities[i];
-                                       if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                        && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
-                                        && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
-                                        && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                       for (i = 0;i < r_refdef.numentities;i++)
                                        {
-                                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                               Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               ent = r_refdef.entities[i];
+                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
+                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                               {
+                                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               }
                                        }
                                }
                        }
@@ -1153,17 +1130,17 @@ static void R_BlendView(void)
        R_Mesh_Matrix(&r_identitymatrix);
        R_Mesh_State(&m);
 
+       R_Mesh_GetSpace(3);
        r = 64000;
-       varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
-       varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
-       varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
-       r *= 3;
-       varray_vertex[4] = varray_vertex[0] + vup[0] * r;
-       varray_vertex[5] = varray_vertex[1] + vup[1] * r;
-       varray_vertex[6] = varray_vertex[2] + vup[2] * r;
-       varray_vertex[8] = varray_vertex[0] + vright[0] * r;
-       varray_vertex[9] = varray_vertex[1] + vright[1] * r;
-       varray_vertex[10] = varray_vertex[2] + vright[2] * r;
+       varray_vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+       varray_vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+       varray_vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+       varray_vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
+       varray_vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
+       varray_vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
+       varray_vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
+       varray_vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
+       varray_vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
        R_Mesh_Draw(3, 1, polygonelements);
 }
@@ -1182,32 +1159,15 @@ void R_RenderView (void)
        if (!r_refdef.entities/* || !cl.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (r_shadow_realtime.integer == 1)
+       if (r_shadow_realtime_world.integer)
        {
-               if (!gl_texturecubemap)
-               {
-                       Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_dot3arb)
-               {
-                       Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_stencil)
+               if (!gl_stencil)
                {
-                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_combine.integer)
-               {
-                       Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
+                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
                }
        }
 
-       R_Shadow_UpdateLightingMode();
-
        world = &cl_entities[0].render;
 
        // FIXME: move to client
@@ -1231,7 +1191,7 @@ void R_RenderView (void)
        R_TimeReport("markentity");
 
        GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-       if (r_shadow_lightingmode > 0)
+       if (r_shadow_realtime_world.integer || gl_stencil)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
        else
                GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
@@ -1254,16 +1214,16 @@ void R_RenderView (void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
-       R_DrawModels(r_shadow_lightingmode > 0);
+       R_DrawModels(r_shadow_realtime_world.integer);
        R_TimeReport("models");
 
-       if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
+       if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
        {
                R_DrawFakeShadows();
                R_TimeReport("fakeshadow");
        }
 
-       if (r_shadow_lightingmode > 0)
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
        {
                R_ShadowVolumeLighting(false);
                R_TimeReport("dynlight");
@@ -1292,11 +1252,13 @@ void R_RenderView (void)
 
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
-       if (r_shadow_realtime.integer >= 2)
+
+       if (r_shadow_visiblevolumes.integer)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
        }
+
        R_Mesh_Finish();
        R_TimeReport("meshfinish");
 }
@@ -1312,6 +1274,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_Matrix(&r_identitymatrix);
        R_Mesh_State(&m);
 
+       R_Mesh_GetSpace(8);
        varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
        varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
        varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
@@ -1339,10 +1302,22 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
 }
 */
 
+int nomodelelements[24] =
+{
+       5, 2, 0,
+       5, 1, 2,
+       5, 0, 3,
+       5, 3, 1,
+       0, 2, 4,
+       2, 1, 4,
+       3, 0, 4,
+       1, 3, 4
+};
+
 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
-       int i, element[24];
+       int i;
        float f1, f2, *c, diff[3];
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
@@ -1364,32 +1339,26 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        R_Mesh_Matrix(&ent->matrix);
        R_Mesh_State(&m);
 
-       element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
-       element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
-       element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
-       element[ 9] = 5;element[10] = 3;element[11] = 1;
-       element[12] = 0;element[13] = 2;element[14] = 4;
-       element[15] = 2;element[16] = 1;element[17] = 4;
-       element[18] = 3;element[19] = 0;element[20] = 4;
-       element[21] = 1;element[22] = 3;element[23] = 4;
-       varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
-       varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
-       varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
-       varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
-       varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
-       varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
-       varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
-       varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
-       varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
-       varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
-       varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
-       varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
+       GL_UseColorArray();
+       R_Mesh_GetSpace(6);
+       varray_vertex3f[ 0] = -16;varray_vertex3f[ 1] =   0;varray_vertex3f[ 2] =   0;
+       varray_vertex3f[ 3] =  16;varray_vertex3f[ 4] =   0;varray_vertex3f[ 5] =   0;
+       varray_vertex3f[ 6] =   0;varray_vertex3f[ 7] = -16;varray_vertex3f[ 8] =   0;
+       varray_vertex3f[ 9] =   0;varray_vertex3f[10] =  16;varray_vertex3f[11] =   0;
+       varray_vertex3f[12] =   0;varray_vertex3f[13] =   0;varray_vertex3f[14] = -16;
+       varray_vertex3f[15] =   0;varray_vertex3f[16] =   0;varray_vertex3f[17] =  16;
+       varray_color4f[ 0] = 0.00f * r_colorscale;varray_color4f[ 1] = 0.00f * r_colorscale;varray_color4f[ 2] = 0.50f * r_colorscale;varray_color4f[ 3] = ent->alpha;
+       varray_color4f[ 4] = 0.00f * r_colorscale;varray_color4f[ 5] = 0.00f * r_colorscale;varray_color4f[ 6] = 0.50f * r_colorscale;varray_color4f[ 7] = ent->alpha;
+       varray_color4f[ 8] = 0.00f * r_colorscale;varray_color4f[ 9] = 0.50f * r_colorscale;varray_color4f[10] = 0.00f * r_colorscale;varray_color4f[11] = ent->alpha;
+       varray_color4f[12] = 0.00f * r_colorscale;varray_color4f[13] = 0.50f * r_colorscale;varray_color4f[14] = 0.00f * r_colorscale;varray_color4f[15] = ent->alpha;
+       varray_color4f[16] = 0.50f * r_colorscale;varray_color4f[17] = 0.00f * r_colorscale;varray_color4f[18] = 0.00f * r_colorscale;varray_color4f[19] = ent->alpha;
+       varray_color4f[20] = 0.50f * r_colorscale;varray_color4f[21] = 0.00f * r_colorscale;varray_color4f[22] = 0.00f * r_colorscale;varray_color4f[23] = ent->alpha;
        if (fogenabled)
        {
                VectorSubtract(ent->origin, r_origin, diff);
                f2 = exp(fogdensity/DotProduct(diff, diff));
                f1 = 1 - f2;
-               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               for (i = 0, c = varray_color4f;i < 6;i++, c += 4)
                {
                        c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
                        c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
@@ -1398,15 +1367,14 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        }
        else
        {
-               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               for (i = 0, c = varray_color4f;i < 6;i++, c += 4)
                {
                        c[0] *= r_colorscale;
                        c[1] *= r_colorscale;
                        c[2] *= r_colorscale;
                }
        }
-       GL_UseColorArray();
-       R_Mesh_Draw(6, 8, element);
+       R_Mesh_Draw(6, 8, nomodelelements);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
@@ -1417,7 +1385,7 @@ void R_DrawNoModel(entity_render_t *ent)
        //      R_DrawNoModelCallback(ent, 0);
 }
 
-void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
 {
        vec3_t right1, right2, diff, normal;
 
@@ -1437,13 +1405,36 @@ void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float w
        vert[ 0] = org1[0] + width * right1[0];
        vert[ 1] = org1[1] + width * right1[1];
        vert[ 2] = org1[2] + width * right1[2];
-       vert[ 4] = org1[0] - width * right1[0];
-       vert[ 5] = org1[1] - width * right1[1];
-       vert[ 6] = org1[2] - width * right1[2];
-       vert[ 8] = org2[0] - width * right2[0];
-       vert[ 9] = org2[1] - width * right2[1];
-       vert[10] = org2[2] - width * right2[2];
-       vert[12] = org2[0] + width * right2[0];
-       vert[13] = org2[1] + width * right2[1];
-       vert[14] = org2[2] + width * right2[2];
+       vert[ 3] = org1[0] - width * right1[0];
+       vert[ 4] = org1[1] - width * right1[1];
+       vert[ 5] = org1[2] - width * right1[2];
+       vert[ 6] = org2[0] - width * right2[0];
+       vert[ 7] = org2[1] - width * right2[1];
+       vert[ 8] = org2[2] - width * right2[2];
+       vert[ 9] = org2[0] + width * right2[0];
+       vert[10] = org2[1] + width * right2[1];
+       vert[11] = org2[2] + width * right2[2];
 }
+
+void R_DrawSpriteMesh(const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
+{
+       R_Mesh_GetSpace(4);
+       varray_texcoord2f[0][0] = 0;varray_texcoord2f[0][1] = 1;
+       varray_texcoord2f[0][2] = 0;varray_texcoord2f[0][3] = 0;
+       varray_texcoord2f[0][4] = 1;varray_texcoord2f[0][5] = 0;
+       varray_texcoord2f[0][6] = 1;varray_texcoord2f[0][7] = 1;
+       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;
+       R_Mesh_Draw(4, 2, polygonelements);
+}
+