]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
this patch may break things and needs testing
[xonotic/darkplaces.git] / gl_rmain.c
index 0266bb4878faf37ca33ac9a938c64df265e3f05d..f6475aa4b72fe6a2b9df52e67dc445e925a02b9e 100644 (file)
@@ -26,52 +26,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
 
-// used for dlight push checking and other things
-int r_framecount;
-
-mplane_t frustum[5];
-
-renderstats_t renderstats;
-
-// true during envmap command capture
-qboolean envmap;
-
-// maximum visible distance (recalculated from world box each frame)
-float r_farclip;
-// brightness of world lightmaps and related lighting
-// (often reduced when world rtlights are enabled)
-float r_lightmapintensity;
-// whether to draw world lights realtime, dlights realtime, and their shadows
-qboolean r_rtworld;
-qboolean r_rtworldshadows;
-qboolean r_rtdlight;
-qboolean r_rtdlightshadows;
-
-
-// view origin
-vec3_t r_vieworigin;
-vec3_t r_viewforward;
-vec3_t r_viewleft;
-vec3_t r_viewright;
-vec3_t r_viewup;
-int r_view_x;
-int r_view_y;
-int r_view_z;
-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;
+r_refdef_t r_refdef;
+r_view_t r_view;
+r_viewcache_t r_viewcache;
 
 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_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
@@ -79,7 +42,8 @@ cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadow
 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
-cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"};
+cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
@@ -87,6 +51,8 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
+cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
@@ -110,10 +76,17 @@ cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smooth
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
+
+cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
+cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
+cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -124,8 +97,38 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
-rtexture_t *r_bloom_texture_screen;
-rtexture_t *r_bloom_texture_bloom;
+typedef struct r_glsl_bloomshader_s
+{
+       int program;
+       int loc_Texture_Bloom;
+}
+r_glsl_bloomshader_t;
+
+static struct r_bloomstate_s
+{
+       qboolean enabled;
+       qboolean hdr;
+
+       int bloomwidth, bloomheight;
+
+       int screentexturewidth, screentextureheight;
+       rtexture_t *texture_screen;
+
+       int bloomtexturewidth, bloomtextureheight;
+       rtexture_t *texture_bloom;
+
+       r_glsl_bloomshader_t *shader;
+
+       // arrays for rendering the screen passes
+       float screentexcoord2f[8];
+       float bloomtexcoord2f[8];
+       float offsettexcoord2f[8];
+}
+r_bloomstate;
+
+// shadow volume bsp struct with automatically growing nodes buffer
+svbsp_t r_svbsp;
+
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
 rtexture_t *r_texture_black;
@@ -140,6 +143,20 @@ r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
 // currently selected permutation
 r_glsl_permutation_t *r_glsl_permutation;
 
+// temporary variable used by a macro
+int fogtableindex;
+
+// vertex coordinates for a quad that covers the screen exactly
+const static float r_screenvertex3f[12] =
+{
+       0, 0, 0,
+       1, 0, 0,
+       1, 1, 0,
+       0, 1, 0
+};
+
+extern void R_DrawModelShadows(void);
+
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
@@ -167,59 +184,6 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a)
        }
 }
 
-vec3_t fogcolor;
-vec_t fogdensity;
-vec_t fogrange;
-vec_t fograngerecip;
-int fogtableindex;
-vec_t fogtabledistmultiplier;
-float fogtable[FOGTABLEWIDTH];
-float fog_density, fog_red, fog_green, fog_blue;
-qboolean fogenabled;
-qboolean oldgl_fogenable;
-void R_UpdateFog(void)
-{
-       if (gamemode == GAME_NEHAHRA)
-       {
-               if (gl_fogenable.integer)
-               {
-                       oldgl_fogenable = true;
-                       fog_density = gl_fogdensity.value;
-                       fog_red = gl_fogred.value;
-                       fog_green = gl_foggreen.value;
-                       fog_blue = gl_fogblue.value;
-               }
-               else if (oldgl_fogenable)
-               {
-                       oldgl_fogenable = false;
-                       fog_density = 0;
-                       fog_red = 0;
-                       fog_green = 0;
-                       fog_blue = 0;
-               }
-       }
-       if (fog_density)
-       {
-               fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-               fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-               fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-       }
-       if (fog_density)
-       {
-               fogenabled = true;
-               fogdensity = -4000.0f / (fog_density * fog_density);
-               // this is the point where the fog reaches 0.9986 alpha, which we
-               // consider a good enough cutoff point for the texture
-               // (0.9986 * 256 == 255.6)
-               fogrange = 400 / fog_density;
-               fograngerecip = 1.0f / fogrange;
-               fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
-               // fog color was already set
-       }
-       else
-               fogenabled = false;
-}
-
 // FIXME: move this to client?
 void FOG_clear(void)
 {
@@ -231,7 +195,7 @@ void FOG_clear(void)
                Cvar_Set("gl_foggreen", "0.3");
                Cvar_Set("gl_fogblue", "0.3");
        }
-       fog_density = fog_red = fog_green = fog_blue = 0.0f;
+       r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
 }
 
 // FIXME: move this to client?
@@ -257,7 +221,7 @@ void FOG_registercvars(void)
                alpha = exp(r / ((double)x*(double)x));
                if (x == FOGTABLEWIDTH - 1)
                        alpha = 1;
-               fogtable[x] = bound(0, alpha, 1);
+               r_refdef.fogtable[x] = bound(0, alpha, 1);
        }
 }
 
@@ -415,6 +379,18 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
+"#ifdef __GLSL_CG_DATA_TYPES\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
 "varying vec2 TexCoord;\n"
 "varying vec2 TexCoordLightmap;\n"
 "\n"
@@ -509,22 +485,25 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Deluxemap;\n"
 "uniform sampler2D Texture_Glow;\n"
 "\n"
-"uniform vec3 LightColor;\n"
-"uniform vec3 AmbientColor;\n"
-"uniform vec3 DiffuseColor;\n"
-"uniform vec3 SpecularColor;\n"
-"uniform vec3 Color_Pants;\n"
-"uniform vec3 Color_Shirt;\n"
-"uniform vec3 FogColor;\n"
+"uniform myhvec3 LightColor;\n"
+"uniform myhvec3 AmbientColor;\n"
+"uniform myhvec3 DiffuseColor;\n"
+"uniform myhvec3 SpecularColor;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"uniform myhvec3 FogColor;\n"
+"\n"
+"uniform myhalf GlowScale;\n"
+"uniform myhalf SceneBrightness;\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
 "uniform float OffsetMapping_Bias;\n"
 "uniform float FogRangeRecip;\n"
 "\n"
-"uniform float AmbientScale;\n"
-"uniform float DiffuseScale;\n"
-"uniform float SpecularScale;\n"
-"uniform float SpecularPower;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -539,7 +518,9 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
-"      vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
 "      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
@@ -556,20 +537,54 @@ static const char *builtinshaderstring =
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      TexCoord = RT.xy;\n"
-"#else\n"
+"#elif 1\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //TexCoord += OffsetVector * 3.0;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 0\n"
+"      // 10 sample offset mapping\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
 "      //TexCoord += OffsetVector * 3.0;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 1\n"
+"      // parallax mapping as described in the paper\n"
+"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+"      // The paper provides code in the ARB fragment program assembly language\n"
+"      // I translated it to GLSL but may have done something wrong - SavageX\n"
+"      // LordHavoc: removed bias and simplified to one line\n"
+"      // LordHavoc: this is just a single sample offsetmapping...\n"
+"      TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
+"#else\n"
+"      // parallax mapping as described in the paper\n"
+"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+"      // The paper provides code in the ARB fragment program assembly language\n"
+"      // I translated it to GLSL but may have done something wrong - SavageX\n"
+"      float height = texture2D(Texture_Normal, TexCoord).a;\n"
+"      height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
+"      TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
 "#endif\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
+"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USECOLORMAPPING\n"
-"      color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
 "\n"
 "\n"
@@ -579,20 +594,20 @@ static const char *builtinshaderstring =
 "      // light source\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
 "      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
-"      color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // apply light color\n"
@@ -606,7 +621,7 @@ static const char *builtinshaderstring =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"      color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
 "\n"
 "\n"
 "\n"
@@ -615,183 +630,159 @@ static const char *builtinshaderstring =
 "      // directional model lighting\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
+"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
-"      vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "\n"
-"      // calculate directional shading\n"
-"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
-"#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
+"#else\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
 "#endif\n"
-"\n"
-"      // apply lightmap color\n"
-"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"      // deluxemap lightmapping using light vectors in tangentspace\n"
-"\n"
-"      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
-"\n"
 "      // calculate directional shading\n"
-"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
-"\n"
-"\n"
+"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
 "\n"
 "\n"
 "#else // MODE none (lightmap)\n"
 "      // apply lightmap color\n"
-"      color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
+"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
 "#endif // MODE\n"
 "\n"
-"      color *= gl_Color;\n"
+"      color *= myhvec4(gl_Color);\n"
 "\n"
 "#ifdef USEGLOW\n"
-"      color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
+"      myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
 "      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
 "#endif\n"
 "\n"
-"      gl_FragColor = color;\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
+"      gl_FragColor = vec4(color);\n"
 "}\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 ;
 
-void R_GLSL_CompilePermutation(int permutation)
+// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
+const char *permutationinfo[][2] =
+{
+       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"#define USEGLOW\n", " glow"},
+       {"#define USEFOG\n", " fog"},
+       {"#define USECOLORMAPPING\n", " colormapping"},
+       {"#define USESPECULAR\n", " specular"},
+       {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEOFFSETMAPPING\n", " offsetmapping"},
+       {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {NULL, NULL}
+};
+
+void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
-       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       int i;
+       qboolean shaderfound;
+       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
        int vertstrings_count;
+       int geomstrings_count;
        int fragstrings_count;
        char *shaderstring;
        const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
        const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
        char permutationname[256];
        if (p->compiled)
                return;
        p->compiled = true;
+       p->program = 0;
        vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
        fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
        vertstrings_count = 1;
+       geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
-               strlcat(permutationname, " lightsource", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
-               strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
-               strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
-               strlcat(permutationname, " lightdirection", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_GLOW)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
-               fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
-               strlcat(permutationname, " glow", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_COLORMAPPING)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
-               strlcat(permutationname, " colormapping", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_SPECULAR)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
-               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
-               strlcat(permutationname, " specular", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_FOG)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
-               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
-               strlcat(permutationname, " fog", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_CUBEFILTER)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
-               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
-               strlcat(permutationname, " cubefilter", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
+       for (i = 0;permutationinfo[i][0];i++)
        {
-               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
-               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
-               strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+               if (permutation & (1<<i))
+               {
+                       vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
+                       fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
+                       strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+               }
+               else
+               {
+                       // keep line numbers correct
+                       vertstrings_list[vertstrings_count++] = "\n";
+                       geomstrings_list[geomstrings_count++] = "\n";
+                       fragstrings_list[fragstrings_count++] = "\n";
+               }
        }
-       shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+       shaderfound = false;
        if (shaderstring)
        {
-               Con_DPrintf("GLSL shader text loaded from disk\n");
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
                vertstrings_list[vertstrings_count++] = shaderstring;
+               geomstrings_list[geomstrings_count++] = shaderstring;
                fragstrings_list[fragstrings_count++] = shaderstring;
+               shaderfound = true;
        }
-       else
+       else if (!strcmp(filename, "glsl/default.glsl"))
        {
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
                vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               geomstrings_list[geomstrings_count++] = builtinshaderstring;
                fragstrings_list[fragstrings_count++] = builtinshaderstring;
-       }
-       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+               shaderfound = true;
+       }
+       // clear any lists that are not needed by this shader
+       if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+               vertstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+               geomstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+               fragstrings_count = 0;
+       // compile the shader program
+       if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+               p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
        if (p->program)
        {
                CHECKGLERROR
                qglUseProgramObjectARB(p->program);CHECKGLERROR
+               // look up all the uniform variable names we care about, so we don't
+               // have to look them up every time we set them
                p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
@@ -813,11 +804,14 @@ void R_GLSL_CompilePermutation(int permutation)
                p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
                p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
                p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
                p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
                p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
                if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
@@ -852,55 +846,116 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
+       const char *shaderfilename = NULL;
        int permutation = 0;
        float specularscale = rsurface_texture->specularscale;
        r_glsl_permutation = NULL;
+       // TODO: implement geometry-shader based shadow volumes someday
        if (r_shadow_rtlight)
        {
-               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               // light source
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                specularscale *= r_shadow_rtlight->specularscale;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       else
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               // bright unshaded geometry
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
                {
-                       if (modellighting)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else
-                       {
-                               if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
-                               {
-                                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
-                                       else
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                               }
-                               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                       }
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
-               if (rsurface_texture->skin.glow)
+       }
+       else if (modellighting)
+       {
+               // directional model lighting
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               if (rsurface_texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (specularscale > 0)
-               permutation |= SHADERPERMUTATION_SPECULAR;
-       if (fogenabled)
-               permutation |= SHADERPERMUTATION_FOG;
-       if (rsurface_texture->colormapping)
-               permutation |= SHADERPERMUTATION_COLORMAPPING;
-       if (r_glsl_offsetmapping.integer)
+       else
        {
-               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-               if (r_glsl_offsetmapping_reliefmapping.integer)
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               // lightmapped wall
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               {
+                       // deluxemapping (light direction texture)
+                       if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                       else
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else if (r_glsl_deluxemapping.integer >= 2)
+               {
+                       // fake deluxemapping (uniform light direction in tangentspace)
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else
+               {
+                       // ordinary lightmapping
+                       permutation |= 0;
+               }
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (!r_glsl_permutations[permutation].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
        {
-               if (!r_glsl_permutations[permutation].compiled)
-                       R_GLSL_CompilePermutation(permutation);
-               if (!r_glsl_permutations[permutation].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
                {
                        // remove features until we find a valid permutation
                        int i;
@@ -910,16 +965,16 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                if (permutation < i)
                                        continue;
                                permutation &= i;
-                               if (!r_glsl_permutations[permutation].compiled)
-                                       R_GLSL_CompilePermutation(permutation);
-                               if (r_glsl_permutations[permutation].program)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
                                        break;
                                if (!i)
                                        return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + permutation;
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
@@ -946,43 +1001,45 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        else
        {
                if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
        }
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
        if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
        if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
        //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
        //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) 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));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
+       if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+       if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
                if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                else
-                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
        }
        if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
-               if (rsurface_texture->skin.pants)
+               if (rsurface_texture->currentskinframe->pants)
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_Color_Shirt >= 0)
        {
-               if (rsurface_texture->skin.shirt)
+               if (rsurface_texture->currentskinframe->shirt)
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
        }
-       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
+       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
        if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
        CHECKGLERROR
@@ -991,9 +1048,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + permutation)
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
        {
-               r_glsl_permutation = r_glsl_permutations + permutation;
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
@@ -1003,8 +1060,6 @@ void R_SwitchSurfaceShader(int permutation)
 void gl_main_start(void)
 {
        r_main_texturepool = R_AllocTexturePool();
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        R_BuildBlankTextures();
        R_BuildNoTexture();
        if (gl_texturecubemap)
@@ -1013,19 +1068,23 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        R_BuildFogTexture();
+       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+       memset(&r_svbsp, 0, sizeof (r_svbsp));
 }
 
 void gl_main_shutdown(void)
 {
+       if (r_svbsp.nodes)
+               Mem_Free(r_svbsp.nodes);
+       memset(&r_svbsp, 0, sizeof (r_svbsp));
        R_FreeTexturePool(&r_main_texturepool);
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        R_GLSL_Restart_f();
 }
 
@@ -1035,14 +1094,13 @@ void gl_main_newmap(void)
        // FIXME: move this code to client
        int l;
        char *entities, entname[MAX_QPATH];
-       r_framecount = 1;
        if (cl.worldmodel)
        {
                strlcpy(entname, cl.worldmodel->name, sizeof(entname));
                l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
-                       strcpy(entname + l, ".ent");
+                       memcpy(entname + l, ".ent", 5);
                        if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                        {
                                CL_ParseEntityLump(entities);
@@ -1071,6 +1129,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
        Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
        Cvar_RegisterVariable(&r_showdisabledepthtest);
+       Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -1078,6 +1137,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_shadows);
+       Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
@@ -1089,10 +1150,16 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
-       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_colorscale);
+       Cvar_RegisterVariable(&r_bloom_brighten);
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
-       Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_bloom_colorexponent);
+       Cvar_RegisterVariable(&r_bloom_colorsubtract);
+       Cvar_RegisterVariable(&r_hdr);
+       Cvar_RegisterVariable(&r_hdr_scenebrightness);
+       Cvar_RegisterVariable(&r_hdr_glowintensity);
+       Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
@@ -1103,53 +1170,12 @@ void GL_Main_Init(void)
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-static vec3_t r_farclip_origin;
-static vec3_t r_farclip_direction;
-static vec_t r_farclip_directiondist;
-static vec_t r_farclip_meshfarclip;
-static int r_farclip_directionbit0;
-static int r_farclip_directionbit1;
-static int r_farclip_directionbit2;
-
-// enlarge farclip to accomodate box
-static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
-{
-       float d;
-       d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
-         + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
-         + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
-       if (r_farclip_meshfarclip < d)
-               r_farclip_meshfarclip = d;
-}
-
-// return farclip value
-static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
-       int i;
-
-       VectorCopy(origin, r_farclip_origin);
-       VectorCopy(direction, r_farclip_direction);
-       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
-       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
-       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
-       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
-       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-
-       if (r_refdef.worldmodel)
-               R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
-       for (i = 0;i < r_refdef.numentities;i++)
-               R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
-
-       return r_farclip_meshfarclip - r_farclip_directiondist;
-}
-
 extern void R_Textures_Init(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
 extern void R_Shadow_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
-extern void R_Crosshairs_Init(void);
 extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
@@ -1162,17 +1188,15 @@ void Render_Init(void)
 {
        gl_backend_init();
        R_Textures_Init();
-       R_MeshQueue_Init();
        GL_Main_Init();
        GL_Draw_Init();
        R_Shadow_Init();
        R_Sky_Init();
        GL_Surf_Init();
-       R_Crosshairs_Init();
+       Sbar_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       Sbar_Init();
        R_LightningBeams_Init();
        Mod_RenderInit();
 }
@@ -1188,7 +1212,7 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
+       Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
 
        // clear to black (loading plaque will be seen over this)
        CHECKGLERROR
@@ -1202,7 +1226,7 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        mplane_t *p;
        for (i = 0;i < 4;i++)
        {
-               p = frustum + i;
+               p = r_view.frustum + i;
                switch(p->signbits)
                {
                default:
@@ -1248,24 +1272,34 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 static void R_UpdateEntityLighting(entity_render_t *ent)
 {
        vec3_t tempdiffusenormal;
+
+       // fetch the lighting from the worldmodel data
        VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
        VectorClear(ent->modellight_diffuse);
-       VectorClear(ent->modellight_lightdir);
+       VectorClear(tempdiffusenormal);
        if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
-               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       {
+               vec3_t org;
+               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       }
        else // highly rare
                VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+       // move the light direction into modelspace coordinates for lighting code
        Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
        VectorNormalize(ent->modellight_lightdir);
-       ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity;
-       ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity;
-       ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity;
-       ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity;
-       ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity;
-       ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity;
+
+       // scale ambient and directional light contributions according to rendering variables
+       ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
+       ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
+       ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
+       ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
+       ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
+       ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
 }
 
-static void R_MarkEntities (void)
+static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
        entity_render_t *ent;
@@ -1273,23 +1307,14 @@ static void R_MarkEntities (void)
        if (!r_drawentities.integer)
                return;
 
-       r_refdef.worldentity->visframe = r_framecount;
-       renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
        if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       // some of the renderer still relies on origin...
-                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
-                       // some of the renderer still relies on scale...
-                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
-                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
-                       {
-                               ent->visframe = r_framecount;
-                               R_UpdateEntityLighting(ent);
-                       }
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
                }
        }
        else
@@ -1298,17 +1323,13 @@ static void R_MarkEntities (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       // some of the renderer still relies on origin...
-                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
-                       // some of the renderer still relies on scale...
-                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
-                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
-                       {
-                               ent->visframe = r_framecount;
-                               R_UpdateEntityLighting(ent);
-                       }
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
                }
        }
+
+       // update entity lighting (even on hidden entities for r_shadows)
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_UpdateEntityLighting(r_refdef.entities[i]);
 }
 
 // only used if skyrendermasked, and normally returns false
@@ -1323,12 +1344,13 @@ int R_DrawBrushModelsSky (void)
        sky = false;
        for (i = 0;i < r_refdef.numentities;i++)
        {
+               if (!r_viewcache.entityvisible[i])
+                       continue;
                ent = r_refdef.entities[i];
-               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
-               {
-                       ent->model->DrawSky(ent);
-                       sky = true;
-               }
+               if (!ent->model || !ent->model->DrawSky)
+                       continue;
+               ent->model->DrawSky(ent);
+               sky = true;
        }
        return sky;
 }
@@ -1344,471 +1366,736 @@ void R_DrawModels(void)
 
        for (i = 0;i < r_refdef.numentities;i++)
        {
+               if (!r_viewcache.entityvisible[i])
+                       continue;
                ent = r_refdef.entities[i];
-               if (ent->visframe == r_framecount)
-               {
-                       renderstats.entities++;
-                       if (ent->model && ent->model->Draw != NULL)
-                               ent->model->Draw(ent);
-                       else
-                               R_DrawNoModel(ent);
-               }
+               r_refdef.stats.entities++;
+               if (ent->model && ent->model->Draw != NULL)
+                       ent->model->Draw(ent);
+               else
+                       R_DrawNoModel(ent);
        }
 }
 
-static void R_SetFrustum(void)
+static void R_View_SetFrustum(void)
 {
        // break apart the view matrix into vectors for various purposes
-       Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
-       VectorNegate(r_viewleft, r_viewright);
+       Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
+       VectorNegate(r_view.left, r_view.right);
 
 #if 0
-       frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
-       frustum[0].normal[1] = 0 - 0;
-       frustum[0].normal[2] = -1 - 0;
-       frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
-       frustum[1].normal[1] = 0 + 0;
-       frustum[1].normal[2] = -1 + 0;
-       frustum[2].normal[0] = 0 - 0;
-       frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
-       frustum[2].normal[2] = -1 - 0;
-       frustum[3].normal[0] = 0 + 0;
-       frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
-       frustum[3].normal[2] = -1 + 0;
+       r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
+       r_view.frustum[0].normal[1] = 0 - 0;
+       r_view.frustum[0].normal[2] = -1 - 0;
+       r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
+       r_view.frustum[1].normal[1] = 0 + 0;
+       r_view.frustum[1].normal[2] = -1 + 0;
+       r_view.frustum[2].normal[0] = 0 - 0;
+       r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
+       r_view.frustum[2].normal[2] = -1 - 0;
+       r_view.frustum[3].normal[0] = 0 + 0;
+       r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
+       r_view.frustum[3].normal[2] = -1 + 0;
 #endif
 
 #if 0
-       zNear = r_nearclip.value;
+       zNear = r_refdef.nearclip;
        nudge = 1.0 - 1.0 / (1<<23);
-       frustum[4].normal[0] = 0 - 0;
-       frustum[4].normal[1] = 0 - 0;
-       frustum[4].normal[2] = -1 - -nudge;
-       frustum[4].dist = 0 - -2 * zNear * nudge;
-       frustum[5].normal[0] = 0 + 0;
-       frustum[5].normal[1] = 0 + 0;
-       frustum[5].normal[2] = -1 + -nudge;
-       frustum[5].dist = 0 + -2 * zNear * nudge;
+       r_view.frustum[4].normal[0] = 0 - 0;
+       r_view.frustum[4].normal[1] = 0 - 0;
+       r_view.frustum[4].normal[2] = -1 - -nudge;
+       r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
+       r_view.frustum[5].normal[0] = 0 + 0;
+       r_view.frustum[5].normal[1] = 0 + 0;
+       r_view.frustum[5].normal[2] = -1 + -nudge;
+       r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
 #endif
 
 
 
 #if 0
-       frustum[0].normal[0] = m[3] - m[0];
-       frustum[0].normal[1] = m[7] - m[4];
-       frustum[0].normal[2] = m[11] - m[8];
-       frustum[0].dist = m[15] - m[12];
-
-       frustum[1].normal[0] = m[3] + m[0];
-       frustum[1].normal[1] = m[7] + m[4];
-       frustum[1].normal[2] = m[11] + m[8];
-       frustum[1].dist = m[15] + m[12];
-
-       frustum[2].normal[0] = m[3] - m[1];
-       frustum[2].normal[1] = m[7] - m[5];
-       frustum[2].normal[2] = m[11] - m[9];
-       frustum[2].dist = m[15] - m[13];
-
-       frustum[3].normal[0] = m[3] + m[1];
-       frustum[3].normal[1] = m[7] + m[5];
-       frustum[3].normal[2] = m[11] + m[9];
-       frustum[3].dist = m[15] + m[13];
-
-       frustum[4].normal[0] = m[3] - m[2];
-       frustum[4].normal[1] = m[7] - m[6];
-       frustum[4].normal[2] = m[11] - m[10];
-       frustum[4].dist = m[15] - m[14];
-
-       frustum[5].normal[0] = m[3] + m[2];
-       frustum[5].normal[1] = m[7] + m[6];
-       frustum[5].normal[2] = m[11] + m[10];
-       frustum[5].dist = m[15] + m[14];
+       r_view.frustum[0].normal[0] = m[3] - m[0];
+       r_view.frustum[0].normal[1] = m[7] - m[4];
+       r_view.frustum[0].normal[2] = m[11] - m[8];
+       r_view.frustum[0].dist = m[15] - m[12];
+
+       r_view.frustum[1].normal[0] = m[3] + m[0];
+       r_view.frustum[1].normal[1] = m[7] + m[4];
+       r_view.frustum[1].normal[2] = m[11] + m[8];
+       r_view.frustum[1].dist = m[15] + m[12];
+
+       r_view.frustum[2].normal[0] = m[3] - m[1];
+       r_view.frustum[2].normal[1] = m[7] - m[5];
+       r_view.frustum[2].normal[2] = m[11] - m[9];
+       r_view.frustum[2].dist = m[15] - m[13];
+
+       r_view.frustum[3].normal[0] = m[3] + m[1];
+       r_view.frustum[3].normal[1] = m[7] + m[5];
+       r_view.frustum[3].normal[2] = m[11] + m[9];
+       r_view.frustum[3].dist = m[15] + m[13];
+
+       r_view.frustum[4].normal[0] = m[3] - m[2];
+       r_view.frustum[4].normal[1] = m[7] - m[6];
+       r_view.frustum[4].normal[2] = m[11] - m[10];
+       r_view.frustum[4].dist = m[15] - m[14];
+
+       r_view.frustum[5].normal[0] = m[3] + m[2];
+       r_view.frustum[5].normal[1] = m[7] + m[6];
+       r_view.frustum[5].normal[2] = m[11] + m[10];
+       r_view.frustum[5].dist = m[15] + m[14];
 #endif
 
 
 
-       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
-       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_x, r_viewleft, frustum[1].normal);
-       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
-       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_y, r_viewup, frustum[3].normal);
-       VectorCopy(r_viewforward, frustum[4].normal);
-       VectorNormalize(frustum[0].normal);
-       VectorNormalize(frustum[1].normal);
-       VectorNormalize(frustum[2].normal);
-       VectorNormalize(frustum[3].normal);
-       frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
-       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
-       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
-       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
-       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
-       PlaneClassify(&frustum[0]);
-       PlaneClassify(&frustum[1]);
-       PlaneClassify(&frustum[2]);
-       PlaneClassify(&frustum[3]);
-       PlaneClassify(&frustum[4]);
+       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
+       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
+       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
+       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
+       VectorCopy(r_view.forward, r_view.frustum[4].normal);
+       VectorNormalize(r_view.frustum[0].normal);
+       VectorNormalize(r_view.frustum[1].normal);
+       VectorNormalize(r_view.frustum[2].normal);
+       VectorNormalize(r_view.frustum[3].normal);
+       r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+       r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+       r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+       r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+       r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       PlaneClassify(&r_view.frustum[0]);
+       PlaneClassify(&r_view.frustum[1]);
+       PlaneClassify(&r_view.frustum[2]);
+       PlaneClassify(&r_view.frustum[3]);
+       PlaneClassify(&r_view.frustum[4]);
 
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
 
        // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
-       //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
+       //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
        //PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
-       //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
+       //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
        //PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
-       //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
+       //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
        //PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
-       //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
+       //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
        //PlaneClassify(&frustum[3]);
 
        // nearclip plane
-       //VectorCopy(r_viewforward, frustum[4].normal);
-       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
+       //VectorCopy(r_view.forward, r_view.frustum[4].normal);
+       //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
        //PlaneClassify(&frustum[4]);
 }
 
-static void R_BlendView(void)
+void R_View_Update(void)
 {
-       int screenwidth, screenheight;
-       qboolean dobloom;
-       qboolean doblend;
-       float vertex3f[12];
-       float texcoord2f[3][8];
+       R_View_SetFrustum();
+       R_View_WorldVisibility();
+       R_View_UpdateEntityVisible();
+}
 
-       // set the (poorly named) screenwidth and screenheight variables to
-       // a power of 2 at least as large as the screen, these will define the
-       // size of the texture to allocate
-       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+void R_SetupView(const matrix4x4_t *matrix)
+{
+       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
+       else
+               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
 
-       doblend = r_refdef.viewblend[3] >= 0.01f;
-       dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+       GL_SetupView_Orientation_FromEntity(matrix);
+}
 
-       if (!dobloom && !doblend)
-               return;
+void R_ResetViewRendering2D(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
 
+       DrawQ_Finish();
+
+       // 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);CHECKGLERROR
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
-       GL_DepthMask(true);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
+       GL_ScissorTest(false);
+       GL_DepthMask(false);
        GL_DepthTest(false);
        R_Mesh_Matrix(&identitymatrix);
-       // vertex coordinates for a quad that covers the screen exactly
-       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
-       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
-       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
-       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
-       if (dobloom)
-       {
-               int bloomwidth, bloomheight, x, range;
-               float xoffset, yoffset, r;
-               renderstats.bloom++;
-               // allocate textures as needed
-               if (!r_bloom_texture_screen)
-                       r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-               if (!r_bloom_texture_bloom)
-                       r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-               // set bloomwidth and bloomheight to the bloom resolution that will be
-               // used (often less than the screen resolution for faster rendering)
-               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
-               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
-               // set up a texcoord array for the full resolution screen image
-               // (we have to keep this around to copy back during final render)
-               texcoord2f[0][0] = 0;
-               texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
-               texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
-               texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
-               texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
-               texcoord2f[0][5] = 0;
-               texcoord2f[0][6] = 0;
-               texcoord2f[0][7] = 0;
-               // set up a texcoord array for the reduced resolution bloom image
-               // (which will be additive blended over the screen image)
-               texcoord2f[1][0] = 0;
-               texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
-               texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
-               texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
-               texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
-               texcoord2f[1][5] = 0;
-               texcoord2f[1][6] = 0;
-               texcoord2f[1][7] = 0;
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
-               // copy view into the full resolution screen image texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
-               renderstats.bloom_copypixels += r_view_width * r_view_height;
-               // now scale it down to the bloom size and raise to a power of itself
-               // to darken it (this leaves the really bright stuff bright, and
-               // everything else becomes very dark)
-               // TODO: optimize with multitexture or GLSL
-               CHECKGLERROR
-               qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(1, 1, 1, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
-               renderstats.bloom_drawpixels += bloomwidth * bloomheight;
-               // render multiple times with a multiply blendfunc to raise to a power
-               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
-               for (x = 1;x < r_bloom_power.integer;x++)
-               {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
-               }
-               // we now have a darkened bloom image in the framebuffer, copy it into
-               // the bloom image texture for more processing
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               renderstats.bloom_copypixels += bloomwidth * bloomheight;
-               // blend on at multiple vertical offsets to achieve a vertical blur
-               // TODO: do offset blends using GLSL
-               range = r_bloom_blur.integer * bloomwidth / 320;
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               for (x = -range;x <= range;x++)
-               {
-                       xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
-                       yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
-                       // compute a texcoord array with the specified x and y offset
-                       texcoord2f[2][0] = xoffset+0;
-                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][5] = yoffset+0;
-                       texcoord2f[2][6] = xoffset+0;
-                       texcoord2f[2][7] = yoffset+0;
-                       // this r value looks like a 'dot' particle, fading sharply to
-                       // black at the edges
-                       // (probably not realistic but looks good enough)
-                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
-                       if (r < 0.01f)
-                               continue;
-                       GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-               }
-               // copy the vertically blurred bloom view to a texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               renderstats.bloom_copypixels += bloomwidth * bloomheight;
-               // blend the vertically blurred image at multiple offsets horizontally
-               // to finish the blur effect
-               // TODO: do offset blends using GLSL
-               range = r_bloom_blur.integer * bloomwidth / 320;
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               for (x = -range;x <= range;x++)
-               {
-                       xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
-                       yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
-                       // compute a texcoord array with the specified x and y offset
-                       texcoord2f[2][0] = xoffset+0;
-                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       texcoord2f[2][5] = yoffset+0;
-                       texcoord2f[2][6] = xoffset+0;
-                       texcoord2f[2][7] = yoffset+0;
-                       // this r value looks like a 'dot' particle, fading sharply to
-                       // black at the edges
-                       // (probably not realistic but looks good enough)
-                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
-                       if (r < 0.01f)
-                               continue;
-                       GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-               }
-               // copy the blurred bloom view to a texture
-               GL_ActiveTexture(0);
-               CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-               renderstats.bloom_copypixels += bloomwidth * bloomheight;
-               // go back to full view area
-               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
-               // put the original screen image back in place and blend the bloom
-               // texture on it
-               GL_Color(1,1,1,1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               // do both in one pass if possible
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
-               if (r_textureunits.integer >= 2 && gl_combine.integer)
-               {
-                       R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
-                       R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
-                       R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
-               }
-               else
-               {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       renderstats.bloom_drawpixels += r_view_width * r_view_height;
-                       // now blend on the bloom texture
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-                       R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
-               }
-               R_Mesh_Draw(0, 4, 2, polygonelements);
-               renderstats.bloom_drawpixels += r_view_width * r_view_height;
-       }
-       if (doblend)
-       {
-               // apply a color tint to the whole view
-               R_Mesh_ResetTextureState();
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
-       }
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
 }
 
-void R_RenderScene(void);
-
-matrix4x4_t r_waterscrollmatrix;
+void R_ResetViewRendering3D(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+
+       DrawQ_Finish();
+
+       // 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);CHECKGLERROR
+       R_SetupView(&r_view.matrix);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+}
 
 /*
-================
-R_RenderView
-================
+       R_Bloom_SetupShader(
+"// bloom shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"#ifdef __GLSL_CG_DATA_TYPES\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"varying vec2 ScreenTexCoord;\n"
+"varying vec2 BloomTexCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
+"      BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      int x, y;
+"      myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
+"      for (x = -BLUR_X;x <= BLUR_X;x++)
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+
+"      gl_FragColor = vec4(color);\n"
+"}\n"
+"\n"
+"#endif // FRAGMENT_SHADER\n"
 */
-void R_RenderView(void)
+
+void R_RenderScene(void);
+
+void R_Bloom_StartFrame(void)
 {
-       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+       int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
 
-       r_view_width = bound(0, r_refdef.width, vid.width);
-       r_view_height = bound(0, r_refdef.height, vid.height);
-       r_view_depth = 1;
-       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
-       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
-       r_view_z = 0;
-       r_view_matrix = r_refdef.viewentitymatrix;
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-       r_rtworld = r_shadow_realtime_world.integer;
-       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
-       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
-       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
-       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-       r_polygonfactor = 0;
-       r_polygonoffset = 0;
-       r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
-       r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
-       if (r_showsurfaces.integer)
+       // set bloomwidth and bloomheight to the bloom resolution that will be
+       // used (often less than the screen resolution for faster rendering)
+       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
+       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
+
+       // calculate desired texture sizes
+       if (gl_support_arb_texture_non_power_of_two)
+       {
+               screentexturewidth = r_view.width;
+               screentextureheight = r_view.height;
+               bloomtexturewidth = r_bloomstate.bloomwidth;
+               bloomtextureheight = r_bloomstate.bloomheight;
+       }
+       else
        {
-               r_rtworld = false;
-               r_rtworldshadows = false;
-               r_rtdlight = false;
-               r_rtdlightshadows = false;
-               r_lightmapintensity = 0;
+               for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
+               for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
+               for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
+               for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
        }
 
-       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       if (r_hdr.integer)
+       {
+               screentexturewidth = screentextureheight = 0;
+       }
+       else if (r_bloom.integer)
+       {
+       }
+       else
+       {
+               screentexturewidth = screentextureheight = 0;
+               bloomtexturewidth = bloomtextureheight = 0;
+       }
+
+       if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
+       {
+               // can't use bloom if the parameters are too weird
+               // can't use bloom if the card does not support the texture size
+               if (r_bloomstate.texture_screen)
+                       R_FreeTexture(r_bloomstate.texture_screen);
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+               return;
+       }
+
+       r_bloomstate.enabled = true;
+       r_bloomstate.hdr = r_hdr.integer != 0;
+
+       // allocate textures as needed
+       if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
+       {
+               if (r_bloomstate.texture_screen)
+                       R_FreeTexture(r_bloomstate.texture_screen);
+               r_bloomstate.texture_screen = NULL;
+               r_bloomstate.screentexturewidth = screentexturewidth;
+               r_bloomstate.screentextureheight = screentextureheight;
+               if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       }
+       if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
+       {
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               r_bloomstate.texture_bloom = NULL;
+               r_bloomstate.bloomtexturewidth = bloomtexturewidth;
+               r_bloomstate.bloomtextureheight = bloomtextureheight;
+               if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       }
+
+       // set up a texcoord array for the full resolution screen image
+       // (we have to keep this around to copy back during final render)
+       r_bloomstate.screentexcoord2f[0] = 0;
+       r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[5] = 0;
+       r_bloomstate.screentexcoord2f[6] = 0;
+       r_bloomstate.screentexcoord2f[7] = 0;
+
+       // set up a texcoord array for the reduced resolution bloom image
+       // (which will be additive blended over the screen image)
+       r_bloomstate.bloomtexcoord2f[0] = 0;
+       r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[5] = 0;
+       r_bloomstate.bloomtexcoord2f[6] = 0;
+       r_bloomstate.bloomtexcoord2f[7] = 0;
+}
+
+void R_Bloom_CopyScreenTexture(float colorscale)
+{
+       r_refdef.stats.bloom++;
+
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+
+       // copy view into the screen texture
+       GL_ActiveTexture(0);
        CHECKGLERROR
-       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
-       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
-       R_ClearScreen();
-       R_Textures_Frame();
-       R_UpdateFog();
-       if (r_timereport_active)
-               R_TimeReport("setup");
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
 
+       // now scale it down to the bloom texture size
        CHECKGLERROR
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
-       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_Color(colorscale, colorscale, colorscale, 1);
+       // TODO: optimize with multitexture or GLSL
+       R_Mesh_Draw(0, 4, 2, polygonelements);
+       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
-       R_RenderScene();
+       // we now have a bloom image in the framebuffer
+       // copy it into the bloom image texture for later processing
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       GL_ActiveTexture(0);
+       CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+}
 
+void R_Bloom_CopyHDRTexture(void)
+{
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       GL_ActiveTexture(0);
        CHECKGLERROR
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
-       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+}
 
-       R_BlendView();
-       if (r_timereport_active)
-               R_TimeReport("blendview");
+void R_Bloom_MakeTexture(void)
+{
+       int x, range, dir;
+       float xoffset, yoffset, r, brighten;
 
-       GL_Scissor(0, 0, vid.width, vid.height);
-       GL_ScissorTest(false);
+       r_refdef.stats.bloom++;
+
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f);
+       R_Mesh_ColorPointer(NULL);
+
+       // we have a bloom image in the framebuffer
        CHECKGLERROR
+       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+
+       for (x = 1;x < r_bloom_colorexponent.value;)
+       {
+               x *= 2;
+               r = bound(0, r_bloom_colorexponent.value / x, 1);
+               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+               GL_Color(r, r, r, 1);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
+
+       range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+       brighten = r_bloom_brighten.value;
+       if (r_hdr.integer)
+               brighten *= r_hdr_range.value;
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+
+       for (dir = 0;dir < 2;dir++)
+       {
+               // blend on at multiple vertical offsets to achieve a vertical blur
+               // TODO: do offset blends using GLSL
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
+               {
+                       if (!dir){xoffset = 0;yoffset = x;}
+                       else {xoffset = x;yoffset = 0;}
+                       xoffset /= (float)r_bloomstate.bloomtexturewidth;
+                       yoffset /= (float)r_bloomstate.bloomtextureheight;
+                       // compute a texcoord array with the specified x and y offset
+                       r_bloomstate.offsettexcoord2f[0] = xoffset+0;
+                       r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+                       r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+                       r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+                       r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+                       r_bloomstate.offsettexcoord2f[5] = yoffset+0;
+                       r_bloomstate.offsettexcoord2f[6] = xoffset+0;
+                       r_bloomstate.offsettexcoord2f[7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
+                       //r = (dir ? 1.0f : brighten)/(range*2+1);
+                       r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
+
+       // apply subtract last
+       // (just like it would be in a GLSL shader)
+       if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+
+               // copy the darkened bloom view to a texture
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               GL_ActiveTexture(0);
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
 }
 
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
+void R_HDR_RenderBloomTexture(void)
 {
-       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+       int oldwidth, oldheight;
 
-       r_view_width = bound(0, r_refdef.width, vid.width);
-       r_view_height = bound(0, r_refdef.height, vid.height);
-       r_view_depth = 1;
-       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
-       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
-       r_view_z = 0;
-       r_view_matrix = r_refdef.viewentitymatrix;
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-       r_rtworld = r_shadow_realtime_world.integer;
-       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
-       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
-       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
-       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-       r_polygonfactor = 0;
-       r_polygonoffset = 0;
-       r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
-       r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
-       if (r_showsurfaces.integer)
+       oldwidth = r_view.width;
+       oldheight = r_view.height;
+       r_view.width = r_bloomstate.bloomwidth;
+       r_view.height = r_bloomstate.bloomheight;
+
+       // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
+       // TODO: add exposure compensation features
+       // TODO: add fp16 framebuffer support
+
+       r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
+       if (r_hdr.integer)
+               r_view.colorscale /= r_hdr_range.value;
+       R_RenderScene();
+
+       R_ResetViewRendering2D();
+
+       R_Bloom_CopyHDRTexture();
+       R_Bloom_MakeTexture();
+
+       R_ResetViewRendering3D();
+
+       R_ClearScreen();
+       if (r_timereport_active)
+               R_TimeReport("clear");
+
+
+       // restore the view settings
+       r_view.width = oldwidth;
+       r_view.height = oldheight;
+}
+
+static void R_BlendView(void)
+{
+       if (r_bloomstate.enabled && r_bloomstate.hdr)
+       {
+               // render high dynamic range bloom effect
+               // the bloom texture was made earlier this render, so we just need to
+               // blend it onto the screen...
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
+               R_Mesh_ColorPointer(NULL);
+               GL_Color(1, 1, 1, 1);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+       }
+       else if (r_bloomstate.enabled)
        {
-               r_rtworld = false;
-               r_rtworldshadows = false;
-               r_rtdlight = false;
-               r_rtdlightshadows = false;
-               r_lightmapintensity = 0;
+               // render simple bloom effect
+               // copy the screen and shrink it and darken it for the bloom process
+               R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+               // make the bloom texture
+               R_Bloom_MakeTexture();
+               // put the original screen image back in place and blend the bloom
+               // texture on it
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
+               R_Mesh_ColorPointer(NULL);
+               GL_Color(1, 1, 1, 1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               // do both in one pass if possible
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
+               {
+                       R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+                       R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
+                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
+               }
+               else
+               {
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+                       // now blend on the bloom texture
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+               }
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
+       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
+       {
+               // apply a color tint to the whole view
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
+               R_Mesh_ColorPointer(NULL);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+       }
+}
 
-       // GL is weird because it's bottom to top, r_view_y is top to bottom
-       CHECKGLERROR
-       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
-       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
-       R_ClearScreen();
+void R_RenderScene(void);
+
+matrix4x4_t r_waterscrollmatrix;
+
+void R_UpdateVariables(void)
+{
        R_Textures_Frame();
-       R_UpdateFog();
-       if (r_timereport_active)
-               R_TimeReport("setup");
-       CHECKGLERROR
+
+       r_refdef.farclip = 4096;
+       if (r_refdef.worldmodel)
+               r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+
+       r_refdef.polygonfactor = 0;
+       r_refdef.polygonoffset = 0;
+       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
+       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
+
+       r_refdef.rtworld = r_shadow_realtime_world.integer;
+       r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       if (r_showsurfaces.integer)
+       {
+               r_refdef.rtworld = false;
+               r_refdef.rtworldshadows = false;
+               r_refdef.rtdlight = false;
+               r_refdef.rtdlightshadows = false;
+               r_refdef.lightmapintensity = 0;
+       }
+
+       if (gamemode == GAME_NEHAHRA)
+       {
+               if (gl_fogenable.integer)
+               {
+                       r_refdef.oldgl_fogenable = true;
+                       r_refdef.fog_density = gl_fogdensity.value;
+                       r_refdef.fog_red = gl_fogred.value;
+                       r_refdef.fog_green = gl_foggreen.value;
+                       r_refdef.fog_blue = gl_fogblue.value;
+               }
+               else if (r_refdef.oldgl_fogenable)
+               {
+                       r_refdef.oldgl_fogenable = false;
+                       r_refdef.fog_density = 0;
+                       r_refdef.fog_red = 0;
+                       r_refdef.fog_green = 0;
+                       r_refdef.fog_blue = 0;
+               }
+       }
+       if (r_refdef.fog_density)
+       {
+               r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
+               r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
+               r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
+       }
+       if (r_refdef.fog_density)
+       {
+               r_refdef.fogenabled = true;
+               // this is the point where the fog reaches 0.9986 alpha, which we
+               // consider a good enough cutoff point for the texture
+               // (0.9986 * 256 == 255.6)
+               r_refdef.fogrange = 400 / r_refdef.fog_density;
+               r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
+               r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+               // fog color was already set
+       }
+       else
+               r_refdef.fogenabled = false;
 }
 
-//[515]: csqc
-void CSQC_R_RenderScene (void)
+/*
+================
+R_RenderView
+================
+*/
+void R_RenderView(void)
 {
-       CHECKGLERROR
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
-       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       R_RenderScene();
+       R_Shadow_UpdateWorldLightSelection();
 
        CHECKGLERROR
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
-       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       if (r_timereport_active)
+               R_TimeReport("setup");
+
+       R_View_Update();
+       if (r_timereport_active)
+               R_TimeReport("visibility");
+
+       R_ResetViewRendering3D();
+
+       R_ClearScreen();
+       if (r_timereport_active)
+               R_TimeReport("clear");
+
+       R_Bloom_StartFrame();
+
+       // this produces a bloom texture to be used in R_BlendView() later
+       if (r_hdr.integer)
+               R_HDR_RenderBloomTexture();
+
+       r_view.colorscale = r_hdr_scenebrightness.value;
+       R_RenderScene();
 
        R_BlendView();
        if (r_timereport_active)
@@ -1820,50 +2107,21 @@ void CSQC_R_RenderScene (void)
 }
 
 extern void R_DrawLightningBeams (void);
-extern void VM_AddPolygonsToMeshQueue (void);
+extern void VM_CL_AddPolygonsToMeshQueue (void);
+extern void R_DrawPortals (void);
 void R_RenderScene(void)
 {
-       float nearclip;
-
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       r_framecount++;
-
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_ResetViewRendering3D();
 
        R_MeshQueue_BeginScene();
 
-       R_SetFrustum();
-
-       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
-       nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f);
-
-       if (r_rtworldshadows || r_rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip);
-       else
-               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip);
-
-       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
-
-       Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-
        R_SkyStartFrame();
 
-       R_WorldVisibility();
-       if (r_timereport_active)
-               R_TimeReport("worldvis");
-
-       R_MarkEntities();
-       if (r_timereport_active)
-               R_TimeReport("markentity");
-
-       R_Shadow_UpdateWorldLightSelection();
+       Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
        if (cl.csqc_vidvars.drawworld)
        {
@@ -1901,6 +2159,17 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
+       if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
+       {
+               R_DrawModelShadows();
+
+               R_ResetViewRendering3D();
+
+               // don't let sound skip if going slow
+               if (r_refdef.extraupdate)
+                       S_ExtraUpdate ();
+       }
+
        R_ShadowVolumeLighting(false);
        if (r_timereport_active)
                R_TimeReport("rtlights");
@@ -1924,38 +2193,44 @@ void R_RenderScene(void)
                        R_TimeReport("explosions");
        }
 
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+       VM_CL_AddPolygonsToMeshQueue();
+
+       if (r_drawportals.integer)
+       {
+               R_DrawPortals();
+               if (r_timereport_active)
+                       R_TimeReport("portals");
+       }
+
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
        R_MeshQueue_RenderTransparent();
        if (r_timereport_active)
                R_TimeReport("drawtrans");
 
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+
        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");
-       }
-
-       VM_AddPolygonsToMeshQueue();
-
-       R_MeshQueue_Render();
-
-       R_MeshQueue_EndScene();
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
+       R_ResetViewRendering2D();
 }
 
 /*
@@ -1977,15 +2252,15 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
        vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
        R_FillColors(color, 8, cr, cg, cb, ca);
-       if (fogenabled)
+       if (r_refdef.fogenabled)
        {
                for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
                {
-                       f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
+                       f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
                        f1 = 1 - f2;
-                       c[0] = c[0] * f1 + fogcolor[0] * f2;
-                       c[1] = c[1] * f1 + fogcolor[1] * f2;
-                       c[2] = c[2] * f1 + fogcolor[2] * f2;
+                       c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
+                       c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
+                       c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
                }
        }
        R_Mesh_VertexPointer(vertex3f);
@@ -2052,18 +2327,21 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        R_Mesh_VertexPointer(nomodelvertex3f);
-       if (fogenabled)
+       if (r_refdef.fogenabled)
        {
+               vec3_t org;
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                R_Mesh_ColorPointer(color4f);
-               f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
+               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+               f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
-                       c[0] = (c[0] * f1 + fogcolor[0] * f2);
-                       c[1] = (c[1] * f1 + fogcolor[1] * f2);
-                       c[2] = (c[2] * f1 + fogcolor[2] * f2);
+                       c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
+                       c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
+                       c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
                        c[3] *= ent->alpha;
                }
        }
@@ -2082,8 +2360,10 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
 
 void R_DrawNoModel(entity_render_t *ent)
 {
+       vec3_t org;
+       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -2095,12 +2375,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
        VectorSubtract (org2, org1, normal);
 
        // calculate 'right' vector for start
-       VectorSubtract (r_vieworigin, org1, diff);
+       VectorSubtract (r_view.origin, org1, diff);
        CrossProduct (normal, diff, right1);
        VectorNormalize (right1);
 
        // calculate 'right' vector for end
-       VectorSubtract (r_vieworigin, org2, diff);
+       VectorSubtract (r_view.origin, org2, diff);
        CrossProduct (normal, diff, right2);
        VectorNormalize (right2);
 
@@ -2125,8 +2405,8 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        float fog = 0.0f, ifog;
        float vertex3f[12];
 
-       if (fogenabled)
-               fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
+       if (r_refdef.fogenabled)
+               fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
        ifog = 1 - fog;
 
        R_Mesh_Matrix(&identitymatrix);
@@ -2152,22 +2432,25 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(texture));
        R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
-       GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
+       // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+       GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
        R_Mesh_Draw(0, 4, 2, polygonelements);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
        {
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
-               GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+               GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
                R_Mesh_Draw(0, 4, 2, polygonelements);
        }
 }
 
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
+       float v[3];
+       VectorSet(v, x, y, z);
        for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
                if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
                        break;
@@ -2188,12 +2471,12 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
 {
        int i;
        int *e, element[3];
-       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
-       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
        e = mesh->element3i + mesh->numtriangles * 3;
        for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
        {
-               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
                if (mesh->numtriangles < mesh->maxtriangles)
                {
                        *e++ = element[0];
@@ -2205,29 +2488,58 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
+void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
+       {
+               element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
 {
        int planenum, planenum2;
        int w;
        int tempnumpoints;
        mplane_t *plane, *plane2;
-       float temppoints[2][256*3];
+       double maxdist;
+       double temppoints[2][256*3];
+       // figure out how large a bounding box we need to properly compute this brush
+       maxdist = 0;
+       for (w = 0;w < numplanes;w++)
+               maxdist = max(maxdist, planes[w].dist);
+       // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
+       maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
        for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
        {
                w = 0;
                tempnumpoints = 4;
-               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
                for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
                {
                        if (planenum2 == planenum)
                                continue;
-                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
+                       PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
                        w = !w;
                }
                if (tempnumpoints < 3)
                        continue;
                // generate elements forming a triangle fan for this polygon
-               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+               R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
        }
 }
 
@@ -2236,7 +2548,7 @@ static void R_DrawCollisionBrush(const colbrushf_t *brush)
        int i;
        R_Mesh_VertexPointer(brush->points->v);
        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_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, brush->numpoints);
        R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
        GL_LockArrays(0, 0);
@@ -2249,7 +2561,7 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t
                return;
        R_Mesh_VertexPointer(surface->data_collisionvertex3f);
        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_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 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);
@@ -2265,20 +2577,22 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->blendfunc2 = blendfunc2;
        layer->texture = texture;
        layer->texmatrix = *matrix;
-       layer->color[0] = r;
-       layer->color[1] = g;
-       layer->color[2] = b;
+       layer->color[0] = r * r_view.colorscale;
+       layer->color[1] = g * r_view.colorscale;
+       layer->color[2] = b * r_view.colorscale;
        layer->color[3] = a;
 }
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
+       model_t *model = ent->model;
+
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
 
+       // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
-               model_t *model = ent->model;
                int s = ent->skinnum;
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
@@ -2292,39 +2606,59 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                if (s > 0)
                        t = t + s * model->num_surfaces;
                if (t->animated)
-                       t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               {
+                       // use an alternate animation if the entity's frame is not 0,
+                       // and only if the texture has an alternate animation
+                       if (ent->frame != 0 && t->anim_total[1])
+                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
+                       else
+                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
+               }
                texture->currentframe = t;
        }
 
+       // pick a new currentskinframe if the material is animated
+       if (t->numskinframes >= 2)
+               t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+       if (t->backgroundnumskinframes >= 2)
+               t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
+
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
-               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
-               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+       if (ent->flags & RENDER_NOCULLFACE)
+               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
        if (ent->effects & EF_NODEPTHTEST)
-               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
        if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
                t->currenttexmatrix = r_waterscrollmatrix;
        else
                t->currenttexmatrix = identitymatrix;
+       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
 
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
-       t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+       t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_white;
-       t->specularpower = 8;
+       t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+       t->backgroundglosstexture = r_texture_white;
+       t->specularpower = r_shadow_glossexponent.value;
        t->specularscale = 0;
        if (r_shadow_gloss.integer > 0)
        {
-               if (t->skin.gloss)
+               if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
                {
                        if (r_shadow_glossintensity.value > 0)
                        {
-                               t->glosstexture = t->skin.gloss;
+                               t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
+                               t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
                                t->specularscale = r_shadow_glossintensity.value;
                        }
                }
@@ -2336,7 +2670,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
                if (gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
+                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
                else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
                {
                        int blendfunc1, blendfunc2, depthmask;
@@ -2365,17 +2699,17 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        {
                                rtexture_t *currentbasetexture;
                                int layerflags = 0;
-                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
                                        layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
                                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
                                {
-                                       // fullbright is not affected by r_lightmapintensity
+                                       // fullbright is not affected by r_refdef.lightmapintensity
                                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
                                }
                                else
                                {
@@ -2386,31 +2720,26 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // applied to the color
                                        if (ent->model->type == mod_brushq3)
                                                colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
-                                       colorscale *= r_lightmapintensity;
-                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
-                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
-                                       else if ((t->currentmaterialflags & MATERIALFLAG_BLENDED) == 0)
-                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
-                                       else
-                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+                                       colorscale *= r_refdef.lightmapintensity;
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
                                        if (r_ambient.value >= (1.0f/64.0f))
                                                R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
                                                if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
                                        }
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
                                                if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
                                        }
                                }
-                               if (t->skin.glow != NULL)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
-                               if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+                               if (t->currentskinframe->glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
+                               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
                                {
                                        // if this is opaque use alpha blend which will darken the earlier
                                        // passes cheaply.
@@ -2423,7 +2752,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // were darkened by fog already, and we should not add fog color
                                        // (because the background was not darkened, there is no fog color
                                        // that was lost behind it).
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
                                }
                        }
                }
@@ -2490,36 +2819,14 @@ rsurfmode_t rsurface_mode;
 texture_t *rsurface_glsl_texture;
 qboolean rsurface_glsl_uselightmap;
 
-void RSurf_ActiveEntity(const entity_render_t *ent)
+void RSurf_CleanUp(void)
 {
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
-       rsurface_entity = ent;
-       rsurface_model = ent->model;
-       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
-       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
-       {
-               rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-               rsurface_modelsvector3f = NULL;
-               rsurface_modeltvector3f = NULL;
-               rsurface_modelnormal3f = NULL;
-               Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f);
-               rsurface_generatedvertex = true;
-       }
-       else
+       CHECKGLERROR
+       if (rsurface_mode == RSURFMODE_GLSL)
        {
-               rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
-               rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
-               rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
-               rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
-               rsurface_generatedvertex = false;
+               qglUseProgramObjectARB(0);CHECKGLERROR
        }
-       rsurface_vertex3f  = rsurface_modelvertex3f;
-       rsurface_svector3f = rsurface_modelsvector3f;
-       rsurface_tvector3f = rsurface_modeltvector3f;
-       rsurface_normal3f  = rsurface_modelnormal3f;
+       GL_AlphaTest(false);
        rsurface_mode = RSURFMODE_NONE;
        rsurface_lightmaptexture = NULL;
        rsurface_texture = NULL;
@@ -2527,23 +2834,61 @@ void RSurf_ActiveEntity(const entity_render_t *ent)
        rsurface_glsl_uselightmap = false;
 }
 
-void RSurf_CleanUp(void)
+void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
-       CHECKGLERROR
-       if (rsurface_mode == RSURFMODE_GLSL)
+       RSurf_CleanUp();
+       Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
+       rsurface_entity = ent;
+       rsurface_model = ent->model;
+       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
+       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
+       {
+               if (wanttangents)
+               {
+                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+                       rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+                       rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+               }
+               else if (wantnormals)
+               {
+                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+                       rsurface_modelsvector3f = NULL;
+                       rsurface_modeltvector3f = NULL;
+                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+               }
+               else
+               {
+                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+                       rsurface_modelsvector3f = NULL;
+                       rsurface_modeltvector3f = NULL;
+                       rsurface_modelnormal3f = NULL;
+                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+               }
+               rsurface_generatedvertex = true;
+       }
+       else
        {
-               qglUseProgramObjectARB(0);CHECKGLERROR
+               rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
+               rsurface_generatedvertex = false;
        }
-       GL_AlphaTest(false);
-       rsurface_mode = RSURFMODE_NONE;
-       rsurface_lightmaptexture = NULL;
-       rsurface_texture = NULL;
-       rsurface_glsl_texture = NULL;
-       rsurface_glsl_uselightmap = false;
+       rsurface_vertex3f  = rsurface_modelvertex3f;
+       rsurface_svector3f = rsurface_modelsvector3f;
+       rsurface_tvector3f = rsurface_modeltvector3f;
+       rsurface_normal3f  = rsurface_modelnormal3f;
 }
 
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
        if (rsurface_generatedvertex)
        {
                if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
@@ -2562,15 +2907,16 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
                }
        }
+       // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
        if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
                int texturesurfaceindex;
                float center[3], forward[3], right[3], up[3], v[4][3];
                matrix4x4_t matrix1, imatrix1;
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
-               // make deformed versions of only the vertices used by the specified surfaces
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
+               // make deformed versions of only the model vertices used by the specified surfaces
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        int i, j;
@@ -2580,7 +2926,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        {
                                VectorClear(center);
                                for (i = 0;i < 4;i++)
-                                       VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                                VectorScale(center, 0.25f, center);
                                if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                                {
@@ -2594,12 +2940,12 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorSet(up, 0, 0, 1);
                                }
                                // 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, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 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]);
+                                       Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                                for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
                        Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
                        Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
@@ -2609,6 +2955,13 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                rsurface_tvector3f = rsurface_array_deformedtvector3f;
                rsurface_normal3f = rsurface_array_deformednormal3f;
        }
+       else
+       {
+               rsurface_vertex3f = rsurface_modelvertex3f;
+               rsurface_svector3f = rsurface_modelsvector3f;
+               rsurface_tvector3f = rsurface_modeltvector3f;
+               rsurface_normal3f = rsurface_modelnormal3f;
+       }
        R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
@@ -2698,14 +3051,31 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
 
 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       int j;
        int texturesurfaceindex;
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       if (r_showsurfaces.integer == 2)
        {
-               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               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);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0;j < surface->num_triangles;j++)
+                       {
+                               float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
+                               GL_Color(f, f, f, 1);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
+                       }
+               }
+       }
+       else
+       {
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       int k = (int)(((size_t)surface) / sizeof(msurface_t));
+                       GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               }
        }
 }
 
@@ -2801,6 +3171,7 @@ static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **textur
                                        }
                                        else
                                                VectorClear(c);
+                                       c[3] = 1;
                                }
                        }
                        rsurface_lightmapcolor4f = rsurface_array_color4f;
@@ -2868,125 +3239,104 @@ static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **textur
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       int texturesurfaceindex;
-       int lightmode;
-       qboolean applycolor;
-       qboolean applyfog;
-       rmeshstate_t m;
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
-               return;
-       r_shadow_rtlight = NULL;
-       renderstats.entities_surfaces += texturenumsurfaces;
-       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
-       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
-       CHECKGLERROR
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       if (rsurface_mode != RSURFMODE_SHOWSURFACES)
        {
-               qglDisable(GL_CULL_FACE);CHECKGLERROR
+               rsurface_mode = RSURFMODE_SHOWSURFACES;
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
        }
-       if (r_showsurfaces.integer)
+       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+}
+
+static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       // transparent sky would be ridiculous
+       if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               return;
+       if (rsurface_mode != RSURFMODE_SKY)
        {
-               if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+               if (rsurface_mode == RSURFMODE_GLSL)
                {
-                       rsurface_mode = RSURFMODE_SHOWSURFACES;
-                       GL_DepthMask(true);
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       R_Mesh_ColorPointer(NULL);
-                       R_Mesh_ResetTextureState();
+                       qglUseProgramObjectARB(0);CHECKGLERROR
                }
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+               rsurface_mode = RSURFMODE_SKY;
        }
-       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+       if (skyrendernow)
        {
-               // transparent sky would be ridiculous
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-               {
-                       if (rsurface_mode != RSURFMODE_SKY)
-                       {
-                               if (rsurface_mode == RSURFMODE_GLSL)
-                               {
-                                       qglUseProgramObjectARB(0);CHECKGLERROR
-                               }
-                               rsurface_mode = RSURFMODE_SKY;
-                               if (skyrendernow)
-                               {
-                                       skyrendernow = false;
-                                       R_Sky();
-                                       // restore entity matrix
-                                       R_Mesh_Matrix(&rsurface_entity->matrix);
-                               }
-                               GL_DepthMask(true);
-                               // LordHavoc: HalfLife maps have freaky skypolys so don't use
-                               // skymasking on them, and Quake3 never did sky masking (unlike
-                               // software Quake and software Quake2), so disable the sky masking
-                               // in Quake3 maps as it causes problems with q3map2 sky tricks,
-                               // and skymasking also looks very bad when noclipping outside the
-                               // level, so don't use it then either.
-                               if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
-                               {
-                                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                                       R_Mesh_ColorPointer(NULL);
-                                       R_Mesh_ResetTextureState();
-                                       if (skyrendermasked)
-                                       {
-                                               // depth-only (masking)
-                                               GL_ColorMask(0,0,0,0);
-                                               // just to make sure that braindead drivers don't draw
-                                               // anything despite that colormask...
-                                               GL_BlendFunc(GL_ZERO, GL_ONE);
-                                       }
-                                       else
-                                       {
-                                               // fog sky
-                                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                                       }
-                               }
-                       }
-                       // LordHavoc: HalfLife maps have freaky skypolys so don't use
-                       // skymasking on them, and Quake3 never did sky masking (unlike
-                       // software Quake and software Quake2), so disable the sky masking
-                       // in Quake3 maps as it causes problems with q3map2 sky tricks,
-                       // and skymasking also looks very bad when noclipping outside the
-                       // level, so don't use it then either.
-                       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
-                       {
-                               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-                               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-                               if (skyrendermasked)
-                                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-                       }
-               }
+               skyrendernow = false;
+               R_Sky();
+               // restore entity matrix
+               R_Mesh_Matrix(&rsurface_entity->matrix);
        }
-       else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader)
-       {
-               if (rsurface_mode != RSURFMODE_GLSL)
+       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_DepthMask(true);
+       // LordHavoc: HalfLife maps have freaky skypolys so don't use
+       // skymasking on them, and Quake3 never did sky masking (unlike
+       // software Quake and software Quake2), so disable the sky masking
+       // in Quake3 maps as it causes problems with q3map2 sky tricks,
+       // and skymasking also looks very bad when noclipping outside the
+       // level, so don't use it then either.
+       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+       {
+               GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+               if (skyrendermasked)
                {
-                       rsurface_mode = RSURFMODE_GLSL;
-                       rsurface_glsl_texture = NULL;
-                       rsurface_glsl_uselightmap = false;
-                       R_Mesh_ResetTextureState();
+                       // depth-only (masking)
+                       GL_ColorMask(0,0,0,0);
+                       // just to make sure that braindead drivers don't draw
+                       // anything despite that colormask...
+                       GL_BlendFunc(GL_ZERO, GL_ONE);
                }
-               if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
+               else
                {
-                       rsurface_glsl_texture = rsurface_texture;
-                       rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
-                       GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
-                       GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-                       GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
-                       R_SetupSurfaceShader(vec3_origin, lightmode == 2);
-                       //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
-                       //if (r_glsl_deluxemapping.integer)
-                       //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
-                       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-                       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
-                       GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                       // fog sky
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                }
-               if (!r_glsl_permutation)
-                       return;
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               if (skyrendermasked)
+                       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       }
+}
+
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       if (rsurface_mode != RSURFMODE_GLSL)
+       {
+               rsurface_mode = RSURFMODE_GLSL;
+               rsurface_glsl_texture = NULL;
+               rsurface_glsl_uselightmap = false;
+               R_Mesh_ResetTextureState();
+       }
+       if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
+       {
+               int lightmode;
+               rsurface_glsl_texture = rsurface_texture;
+               rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+               GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+               GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+               GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+               // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+               lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+               R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+               //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+               //if (r_glsl_deluxemapping.integer)
+               //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+               R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+               R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+               GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
                R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
                R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
@@ -3012,75 +3362,182 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                                R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                        R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
                }
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
-       else if (rsurface_texture->currentnumlayers)
+       else
+               RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+       if (!r_glsl_permutation)
+               return;
+       if (rsurface_glsl_uselightmap)
        {
-               int layerindex;
-               const texturelayer_t *layer;
-               CHECKGLERROR
-               if (rsurface_mode != RSURFMODE_MULTIPASS)
+               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+       }
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       {
+       }
+}
+
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       // OpenGL 1.3 path - anything not completely ancient
+       int texturesurfaceindex;
+       int lightmode;
+       qboolean applycolor;
+       qboolean applyfog;
+       rmeshstate_t m;
+       int layerindex;
+       const texturelayer_t *layer;
+       CHECKGLERROR
+       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+       if (rsurface_mode != RSURFMODE_MULTIPASS)
+               rsurface_mode = RSURFMODE_MULTIPASS;
+       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       {
+               vec4_t layercolor;
+               int layertexrgbscale;
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
-                       if (rsurface_mode == RSURFMODE_GLSL)
+                       if (layerindex == 0)
+                               GL_AlphaTest(true);
+                       else
                        {
-                               qglUseProgramObjectARB(0);CHECKGLERROR
+                               GL_AlphaTest(false);
+                               qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
-                       rsurface_mode = RSURFMODE_MULTIPASS;
                }
-               RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-               for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+               GL_DepthMask(layer->depthmask);
+               GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+               if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
                {
-                       vec4_t layercolor;
-                       int layertexrgbscale;
-                       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-                       {
-                               if (layerindex == 0)
-                                       GL_AlphaTest(true);
-                               else
-                               {
-                                       GL_AlphaTest(false);
-                                       qglDepthFunc(GL_EQUAL);CHECKGLERROR
-                               }
-                       }
-                       GL_DepthMask(layer->depthmask);
-                       GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-                       if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+                       layertexrgbscale = 4;
+                       VectorScale(layer->color, 0.25f, layercolor);
+               }
+               else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+               {
+                       layertexrgbscale = 2;
+                       VectorScale(layer->color, 0.5f, layercolor);
+               }
+               else
+               {
+                       layertexrgbscale = 1;
+                       VectorScale(layer->color, 1.0f, layercolor);
+               }
+               layercolor[3] = layer->color[3];
+               applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+               R_Mesh_ColorPointer(NULL);
+               applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+               switch (layer->type)
+               {
+               case TEXTURELAYERTYPE_LITTEXTURE:
+                       memset(&m, 0, sizeof(m));
+                       if (lightmode >= 1 || !rsurface_lightmaptexture)
+                               m.tex[0] = R_GetTexture(r_texture_white);
+                       else
+                               m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                       m.tex[1] = R_GetTexture(layer->texture);
+                       m.texmatrix[1] = layer->texmatrix;
+                       m.texrgbscale[1] = layertexrgbscale;
+                       m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       R_Mesh_TextureState(&m);
+                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
+                       break;
+               case TEXTURELAYERTYPE_TEXTURE:
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.texmatrix[0] = layer->texmatrix;
+                       m.texrgbscale[0] = layertexrgbscale;
+                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       R_Mesh_TextureState(&m);
+                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                       break;
+               case TEXTURELAYERTYPE_FOG:
+                       memset(&m, 0, sizeof(m));
+                       m.texrgbscale[0] = layertexrgbscale;
+                       if (layer->texture)
                        {
-                               layertexrgbscale = 4;
-                               VectorScale(layer->color, 0.25f, layercolor);
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        }
-                       else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+                       R_Mesh_TextureState(&m);
+                       // generate a color array for the fog pass
+                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               layertexrgbscale = 2;
-                               VectorScale(layer->color, 0.5f, layercolor);
+                               int i;
+                               float f, *v, *c;
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               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, rsurface_modelorg));
+                                       c[0] = layercolor[0];
+                                       c[1] = layercolor[1];
+                                       c[2] = layercolor[2];
+                                       c[3] = f * layercolor[3];
+                               }
                        }
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       break;
+               default:
+                       Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+               }
+               GL_LockArrays(0, 0);
+       }
+       CHECKGLERROR
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               GL_AlphaTest(false);
+       }
+}
+
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       // OpenGL 1.1 - crusty old voodoo path
+       int texturesurfaceindex;
+       int lightmode;
+       qboolean applyfog;
+       rmeshstate_t m;
+       int layerindex;
+       const texturelayer_t *layer;
+       CHECKGLERROR
+       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+       if (rsurface_mode != RSURFMODE_MULTIPASS)
+               rsurface_mode = RSURFMODE_MULTIPASS;
+       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       {
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               {
+                       if (layerindex == 0)
+                               GL_AlphaTest(true);
                        else
                        {
-                               layertexrgbscale = 1;
-                               VectorScale(layer->color, 1.0f, layercolor);
+                               GL_AlphaTest(false);
+                               qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
-                       layercolor[3] = layer->color[3];
-                       R_Mesh_ColorPointer(NULL);
-                       GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
-                       applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
-                       applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
-                       switch (layer->type)
+               }
+               GL_DepthMask(layer->depthmask);
+               GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+               R_Mesh_ColorPointer(NULL);
+               applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+               switch (layer->type)
+               {
+               case TEXTURELAYERTYPE_LITTEXTURE:
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
                        {
-                       case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
-                               memset(&m, 0, sizeof(m));
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
-                               m.tex[1] = R_GetTexture(layer->texture);
-                               m.texmatrix[1] = layer->texmatrix;
-                               m.texrgbscale[1] = layertexrgbscale;
-                               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                               R_Mesh_TextureState(&m);
-                               if (lightmode >= 1 || !rsurface_lightmaptexture)
-                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                               else
-                                       R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
-                               break;
-                       case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
+                               // two-pass lit texture with 2x rgbscale
+                               // first the lightmap pass
                                memset(&m, 0, sizeof(m));
                                if (lightmode >= 1 || !rsurface_lightmaptexture)
                                        m.tex[0] = R_GetTexture(r_texture_white);
@@ -3090,92 +3547,100 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                                R_Mesh_TextureState(&m);
                                RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
                                GL_LockArrays(0, 0);
+                               // then apply the texture to it
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
-                               break;
-                       case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+                       }
+                       else
+                       {
+                               // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.texrgbscale[0] = layertexrgbscale;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode == 2 ? 2 : 1, applycolor, applyfog);
-                               break;
-                       case TEXTURELAYERTYPE_TEXTURE:
+                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                       }
+                       break;
+               case TEXTURELAYERTYPE_TEXTURE:
+                       // singletexture unlit texture with transparency support
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.texmatrix[0] = layer->texmatrix;
+                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       R_Mesh_TextureState(&m);
+                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                       break;
+               case TEXTURELAYERTYPE_FOG:
+                       // singletexture fogging
+                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       if (layer->texture)
+                       {
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.texrgbscale[0] = layertexrgbscale;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
-                               break;
-                       case TEXTURELAYERTYPE_FOG:
-                               R_Mesh_ColorPointer(rsurface_array_color4f);
-                               if (layer->texture)
-                               {
-                                       memset(&m, 0, sizeof(m));
-                                       m.tex[0] = R_GetTexture(layer->texture);
-                                       m.texmatrix[0] = layer->texmatrix;
-                                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
-                                       R_Mesh_TextureState(&m);
-                               }
-                               else
-                                       R_Mesh_ResetTextureState();
-                               // generate a color array for the fog pass
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       int i;
-                                       float f, *v, *c;
-                                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                                       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, rsurface_modelorg));
-                                               c[0] = layercolor[0];
-                                               c[1] = layercolor[1];
-                                               c[2] = layercolor[2];
-                                               c[3] = f * layercolor[3];
-                                       }
-                               }
-                               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-                               break;
-                       default:
-                               Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                        }
-                       GL_LockArrays(0, 0);
-                       // if trying to do overbright on first pass of an opaque surface
-                       // when combine is not supported, brighten as a post process
-                       if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
-                       {
-                               int scale;
-                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                               R_Mesh_ColorPointer(NULL);
-                               GL_Color(1, 1, 1, 1);
+                       else
                                R_Mesh_ResetTextureState();
-                               for (scale = 1;scale < layertexrgbscale;scale <<= 1)
-                                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-                               GL_LockArrays(0, 0);
+                       // generate a color array for the fog pass
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               int i;
+                               float f, *v, *c;
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               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, rsurface_modelorg));
+                                       c[0] = layer->color[0];
+                                       c[1] = layer->color[1];
+                                       c[2] = layer->color[2];
+                                       c[3] = f * layer->color[3];
+                               }
                        }
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       break;
+               default:
+                       Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
-               CHECKGLERROR
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               {
-                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-                       GL_AlphaTest(false);
-               }
+               GL_LockArrays(0, 0);
        }
        CHECKGLERROR
-       GL_LockArrays(0, 0);
-       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               GL_AlphaTest(false);
+       }
+}
+
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+               return;
+       r_shadow_rtlight = NULL;
+       r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       CHECKGLERROR
+       if (r_showsurfaces.integer)
+               R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+       else if (rsurface_texture->currentnumlayers)
        {
-               qglEnable(GL_CULL_FACE);CHECKGLERROR
+               if (r_glsl.integer && gl_support_fragment_shader)
+                       R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
+               else if (gl_combine.integer && r_textureunits.integer >= 2)
+                       R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
+               else
+                       R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
        }
+       CHECKGLERROR
+       GL_LockArrays(0, 0);
 }
 
 #define BATCHSIZE 256
@@ -3185,7 +3650,13 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        int batchcount;
        texture_t *t;
        msurface_t *texturesurfacelist[BATCHSIZE];
-       RSurf_ActiveEntity(ent);
+       // if the model is static it doesn't matter what value we give for
+       // wantnormals and wanttangents, so this logic uses only rules applicable
+       // to a model, knowing that they are meaningless otherwise
+       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveEntity(ent, false, false);
+       else
+               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
        batchcount = 0;
        t = NULL;
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
@@ -3195,20 +3666,20 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                {
                        if (batchcount > 0)
-                               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+                               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+                                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
                        batchcount = 0;
                        t = surface->texture;
                        rsurface_lightmaptexture = surface->lightmaptexture;
                        R_UpdateTextureInfo(ent, t);
                        rsurface_texture = t->currentframe;
                }
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
-                       continue; // transparent sky is too difficult
 
                texturesurfacelist[batchcount++] = surface;
        }
        if (batchcount > 0)
-               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
        RSurf_CleanUp();
 }
 
@@ -3228,7 +3699,7 @@ void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfa
                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                                Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
                        }
                }
        }
@@ -3239,22 +3710,31 @@ void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfa
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
-       int i, j, f, flagsmask;
+       int i, j, k, l, endj, f, flagsmask;
        int counttriangles = 0;
+       msurface_t *surface, *endsurface, **surfacechain;
        texture_t *t;
+       q3mbrush_t *brush;
        model_t *model = ent->model;
+       const int *elements;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
+       vec3_t v;
        if (model == NULL)
                return;
 
-       RSurf_ActiveEntity(ent);
+       // if the model is static it doesn't matter what value we give for
+       // wantnormals and wanttangents, so this logic uses only rules applicable
+       // to a model, knowing that they are meaningless otherwise
+       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveEntity(ent, false, false);
+       else
+               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
 
        // update light styles
        if (!skysurfaces && model->brushq1.light_styleupdatechains)
        {
-               msurface_t *surface, **surfacechain;
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
                        if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
@@ -3276,44 +3756,56 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        numsurfacelist = 0;
        if (ent == r_refdef.worldentity)
        {
-               msurface_t *surface;
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               j = model->firstmodelsurface;
+               endj = j + model->nummodelsurfaces;
+               while (j < endj)
                {
-                       if (!r_worldsurfacevisible[j])
-                               continue;
-                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+                       // quickly skip over non-visible surfaces
+                       for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+                               ;
+                       // quickly iterate over visible surfaces
+                       for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
                        {
-                               if (numsurfacelist)
+                               // process this surface
+                               surface = model->data_surfaces + j;
+                               // if texture or lightmap has changed, start a new batch
+                               if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                                {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
+                                       if (numsurfacelist)
+                                       {
+                                               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+                                               numsurfacelist = 0;
+                                       }
+                                       t = surface->texture;
+                                       rsurface_lightmaptexture = surface->lightmaptexture;
+                                       rsurface_texture = t->currentframe;
+                                       f = rsurface_texture->currentmaterialflags & flagsmask;
                                }
-                               t = surface->texture;
-                               rsurface_lightmaptexture = surface->lightmaptexture;
-                               rsurface_texture = t->currentframe;
-                               f = rsurface_texture->currentmaterialflags & flagsmask;
-                       }
-                       if (f && surface->num_triangles)
-                       {
-                               // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight)
-                                       R_BuildLightMap(ent, surface);
-                               // add face to draw list
-                               surfacelist[numsurfacelist++] = surface;
-                               counttriangles += surface->num_triangles;
-                               if (numsurfacelist >= maxsurfacelist)
+                               // if this surface fits the criteria, add it to the list
+                               if (f && surface->num_triangles)
                                {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
+                                       // if lightmap parameters changed, rebuild lightmap texture
+                                       if (surface->cached_dlight)
+                                               R_BuildLightMap(ent, surface);
+                                       // add face to draw list
+                                       surfacelist[numsurfacelist++] = surface;
+                                       counttriangles += surface->num_triangles;
+                                       if (numsurfacelist >= maxsurfacelist)
+                                       {
+                                               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+                                               numsurfacelist = 0;
+                                       }
                                }
                        }
                }
        }
        else
        {
-               msurface_t *surface;
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               surface = model->data_surfaces + model->firstmodelsurface;
+               endsurface = surface + model->nummodelsurfaces;
+               for (;surface < endsurface;surface++)
                {
+                       // if texture or lightmap has changed, start a new batch
                        if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
@@ -3326,6 +3818,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                rsurface_texture = t->currentframe;
                                f = rsurface_texture->currentmaterialflags & flagsmask;
                        }
+                       // if this surface fits the criteria, add it to the list
                        if (f && surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
@@ -3344,14 +3837,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        }
        if (numsurfacelist)
                R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-       renderstats.entities_triangles += counttriangles;
+       r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
        if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
        {
-               int i;
-               const msurface_t *surface;
-               q3mbrush_t *brush;
                CHECKGLERROR
                R_Mesh_Matrix(&ent->matrix);
                R_Mesh_ColorPointer(NULL);
@@ -3359,35 +3849,27 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                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);CHECKGLERROR
+               qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
                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);CHECKGLERROR
+               qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        }
 
        if (r_showtris.integer || r_shownormals.integer)
        {
-               int k, l;
-               msurface_t *surface;
-               const int *elements;
-               vec3_t v;
                CHECKGLERROR
-               GL_DepthTest(true);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
                GL_DepthMask(true);
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-               }
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_ColorPointer(NULL);
                R_Mesh_ResetTextureState();
                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])
+                       if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
                                continue;
                        rsurface_texture = surface->texture->currentframe;
                        if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
@@ -3396,11 +3878,11 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                if (r_showtris.integer)
                                {
                                        if (!rsurface_texture->currentlayers->depthmask)
-                                               GL_Color(r_showtris.value, 0, 0, 1);
+                                               GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
                                        else if (ent == r_refdef.worldentity)
-                                               GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+                                               GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
                                        else
-                                               GL_Color(0, r_showtris.value, 0, 1);
+                                               GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
                                        elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
@@ -3415,7 +3897,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                }
                                if (r_shownormals.integer)
                                {
-                                       GL_Color(r_shownormals.value, 0, 0, 1);
+                                       GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
@@ -3426,7 +3908,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        }
                                        qglEnd();
                                        CHECKGLERROR
-                                       GL_Color(0, 0, r_shownormals.value, 1);
+                                       GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
@@ -3437,7 +3919,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        }
                                        qglEnd();
                                        CHECKGLERROR
-                                       GL_Color(0, r_shownormals.value, 0, 1);
+                                       GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
@@ -3452,10 +3934,5 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        }
                }
                rsurface_texture = NULL;
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-               }
        }
 }
-