]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added r_rtworld, r_rtworldshadows, r_rtdlight, r_rtdlightshadows, and r_lightmapinten...
[xonotic/darkplaces.git] / gl_rsurf.c
index 56daf49ec7a03fedeb47e5d226f2fe25be88dbd7..06dd1dfbf96e3444849718479c48407999722418 100644 (file)
@@ -37,6 +37,7 @@ cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
 cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
 
 /*
@@ -763,25 +764,32 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
                        GL_LockArrays(0, 0);
                }
        }
-       GL_ColorMask(1,1,1,1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
 }
 
-static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
        rmeshstate_t m;
        float currentalpha;
-       float modelorg[3];
+       float base, colorscale;
+       vec3_t modelorg;
        texture_t *texture;
        float args[4] = {0.05f,0,0,0.04f};
-       int rendertype;
+       int rendertype, turb, fullbright;
 
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
-       texture = surf->texinfo->texture->currentframe;
-       currentalpha = texture->currentalpha;
+       texture = surf->texinfo->texture;
+       if (texture->animated)
+               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+       currentalpha = ent->alpha;
+       if (surf->flags & SURF_WATERALPHA)
+               currentalpha *= r_wateralpha.value;
+
+       GL_DepthTest(true);
        if (ent->effects & EF_ADDITIVE)
        {
                rendertype = SURFRENDER_ADD;
@@ -800,12 +808,18 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
-       GL_DepthTest(true);
-       GL_Color(1, 1, 1, currentalpha);
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = surf->mesh.data_vertex3f;
-       if (gl_textureshader && r_watershader.value && !fogenabled)
+
+       turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
+       fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+       base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       if (surf->flags & SURF_DRAWTURB)
+               base *= 0.5f;
+       if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
        {
+               // NVIDIA Geforce3 distortion texture shader on water
+               GL_Color(1, 1, 1, currentalpha);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = surf->mesh.data_vertex3f;
                m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
                m.tex[1] = R_GetTexture(texture->skin.base);
                m.texcombinergb[0] = GL_REPLACE;
@@ -834,129 +848,81 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
        else
        {
-               RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = surf->mesh.data_vertex3f;
                m.pointer_color = varray_color4f;
-               m.tex[0] = R_GetTexture(texture->skin.base);
                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-               if (r_waterscroll.value)
+               m.tex[0] = R_GetTexture(texture->skin.base);
+               if (turb)
                {
                        // scrolling in texture matrix
                        Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
                }
-               R_Mesh_State(&m);
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-               if (fogenabled && rendertype != SURFRENDER_ADD)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       int rendertype;
-       float currentalpha;
-       texture_t *texture;
-       float base, colorscale;
-       rmeshstate_t m;
-       vec3_t modelorg;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       R_Mesh_Matrix(&ent->matrix);
-
-       texture = surf->texinfo->texture;
-       if (texture->animated)
-               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
-       currentalpha = ent->alpha;
-       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       GL_DepthTest(true);
-       if (ent->effects & EF_ADDITIVE)
-       {
-               rendertype = SURFRENDER_ADD;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (currentalpha < 1 || texture->skin.fog != NULL)
-       {
-               rendertype = SURFRENDER_ALPHA;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
-       else
-       {
-               rendertype = SURFRENDER_OPAQUE;
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-       }
-
-       {
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(texture->skin.base);
                colorscale = 1;
                if (gl_combine.integer)
                {
                        m.texrgbscale[0] = 4;
                        colorscale *= 0.25f;
                }
-               m.pointer_color = varray_color4f;
-               m.pointer_vertex = surf->mesh.data_vertex3f;
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-               R_Mesh_State(&m);
                R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
-               if (!(ent->effects & EF_FULLBRIGHT))
+               if (!fullbright)
                {
                        if (surf->dlightframe == r_framecount)
                                RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
-                       if (surf->flags & SURF_LIGHTMAP)
+                       if (surf->samples)
                                RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                }
                RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-       }
-       if (texture->skin.glow)
-       {
-               memset(&m, 0, sizeof(m));
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               m.pointer_color = varray_color4f;
-               m.tex[0] = R_GetTexture(texture->skin.glow);
-               m.pointer_vertex = surf->mesh.data_vertex3f;
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
                R_Mesh_State(&m);
-               RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-       }
-       if (fogenabled && rendertype != SURFRENDER_ADD)
-       {
-               memset(&m, 0, sizeof(m));
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               m.pointer_color = varray_color4f;
-               m.tex[0] = R_GetTexture(texture->skin.fog);
-               m.pointer_vertex = surf->mesh.data_vertex3f;
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-               R_Mesh_State(&m);
-               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
                GL_LockArrays(0, surf->mesh.num_vertices);
                R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                GL_LockArrays(0, 0);
+               if (texture->skin.glow)
+               {
+                       memset(&m, 0, sizeof(m));
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       m.pointer_color = varray_color4f;
+                       m.tex[0] = R_GetTexture(texture->skin.glow);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       if (m.tex[0])
+                       {
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                               if (turb)
+                               {
+                                       // scrolling in texture matrix
+                                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+                               }
+                       }
+                       R_Mesh_State(&m);
+                       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               if (fogenabled && rendertype != SURFRENDER_ADD)
+               {
+                       memset(&m, 0, sizeof(m));
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       m.pointer_color = varray_color4f;
+                       m.tex[0] = R_GetTexture(texture->skin.fog);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       if (m.tex[0])
+                       {
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                               if (turb)
+                               {
+                                       // scrolling in texture matrix
+                                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+                               }
+                       }
+                       R_Mesh_State(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
        }
 }
 
@@ -979,10 +945,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(co
                m.tex[3] = R_GetTexture(texture->skin.glow);
                m.texcombinergb[3] = GL_ADD;
        }
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
 
        while((surf = *surfchain++) != NULL)
        {
@@ -1017,10 +980,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const
        m.texrgbscale[1] = 2;
        m.tex[2] = R_GetTexture(texture->skin.detail);
        m.texrgbscale[2] = 2;
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
 
        while((surf = *surfchain++) != NULL)
        {
@@ -1052,10 +1012,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity
        m.tex[0] = R_GetTexture(texture->skin.base);
        m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
        m.texrgbscale[1] = 2;
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1082,10 +1039,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        GL_DepthTest(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        m.tex[0] = R_GetTexture(texture->skin.base);
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1264,10 +1218,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *
        GL_DepthMask(true);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1284,109 +1235,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *
        }
 }
 
-static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       msurface_t **chain;
-       vec3_t center;
-       if (texture->flags & SURF_LIGHTMAP)
-       {
-               if (gl_lightmaps.integer)
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-               else if (texture->rendertype != SURFRENDER_OPAQUE)
-               {
-                       // transparent vertex shaded from lightmap
-                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                       {
-                               if (surf->visframe == r_framecount)
-                               {
-                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
-                               }
-                       }
-               }
-               else if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer)
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                       if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                       if (texture->skin.glow)
-                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-               else if (r_ambient.value > 0)
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
-                       RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
-                       if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                       if (texture->skin.glow)
-                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-               else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer)
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-               else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
-                       if (texture->skin.glow)
-                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-               else if (r_textureunits.integer >= 2 && gl_combine.integer)
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
-                       if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                       if (texture->skin.glow)
-                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-               else
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
-                       if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                       if (texture->skin.glow)
-                               RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-                       if (fogenabled)
-                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-               }
-       }
-       else if (texture->flags & SURF_DRAWTURB)
-       {
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
-               {
-                       if (surf->visframe == r_framecount)
-                       {
-                               if (texture->rendertype == SURFRENDER_OPAQUE)
-                                       RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
-                               else
-                               {
-                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                       R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
-                               }
-                       }
-               }
-       }
-       else if (texture->flags & SURF_DRAWSKY)
-               RSurfShader_Sky(ent, texture, surfchain);
-}
-
 void R_UpdateTextureInfo(entity_render_t *ent)
 {
        int i, texframe, alttextures;
@@ -1423,7 +1271,7 @@ void R_UpdateLightmapInfo(entity_render_t *ent)
        model_t *model = ent->model;
        if (!model)
                return;
-       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+       if (r_dynamic.integer && !r_rtdlight)
                R_MarkLights(ent);
        for (i = 0;i < model->brushq1.light_styles;i++)
        {
@@ -1481,17 +1329,94 @@ void R_PrepareSurfaces(entity_render_t *ent)
 
 void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
 {
-       int i, f;
-       texture_t *t;
+       int texturenumber, f;
+       vec3_t center;
+       msurface_t *surf, **chain, **surfchain;
+       texture_t *t, *texture;
        model_t *model = ent->model;
        if (model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
-       for (i = 0, t = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++)
+       for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
        {
-               f = t->flags & flagsmask;
-               if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL)
-                       R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]);
+               if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
+               {
+                       if (texture->flags & SURF_LIGHTMAP)
+                       {
+                               if (gl_lightmaps.integer)
+                               {
+                                       RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+                                       if (fogenabled)
+                                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+                               }
+                               else if (texture->rendertype != SURFRENDER_OPAQUE)
+                               {
+                                       // transparent vertex shaded from lightmap
+                                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                                       {
+                                               if (surf->visframe == r_framecount)
+                                               {
+                                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                                       R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+                                               }
+                                       }
+                               }
+                               else
+                               {
+                                       if (!(ent->flags & RENDER_LIGHT))
+                                       {
+                                               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                                               if (r_detailtextures.integer)
+                                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+                                               if (texture->skin.glow)
+                                                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                                       }
+                                       else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
+                                               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+                                       else
+                                       {
+                                               if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
+                                                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+                                               else
+                                               {
+                                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
+                                                               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+                                                       else
+                                                       {
+                                                               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                                                               RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+                                                       }
+                                                       if (r_ambient.value > 0)
+                                                               RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
+                                                       if (r_detailtextures.integer)
+                                                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+                                               }
+                                               if (texture->skin.glow)
+                                                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                                       }
+                                       if (fogenabled)
+                                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+                               }
+                       }
+                       else if (texture->flags & SURF_DRAWTURB)
+                       {
+                               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                               {
+                                       if (surf->visframe == r_framecount)
+                                       {
+                                               if (texture->rendertype == SURFRENDER_OPAQUE)
+                                                       RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
+                                               else
+                                               {
+                                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                                       R_MeshQueue_AddTransparent(center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
+                                               }
+                                       }
+                               }
+                       }
+                       else if (texture->flags & SURF_DRAWSKY)
+                               RSurfShader_Sky(ent, texture, surfchain);
+               }
        }
 }
 
@@ -1769,7 +1694,7 @@ void R_WorldVisibility(entity_render_t *ent)
                R_DrawPortals(ent);
 }
 
-void R_Model_Brush_DrawSky(entity_render_t *ent)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
@@ -1779,7 +1704,7 @@ void R_Model_Brush_DrawSky(entity_render_t *ent)
        R_DrawSurfaces(ent, SURF_DRAWSKY);
 }
 
-void R_Model_Brush_Draw(entity_render_t *ent)
+void R_Q1BSP_Draw(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
@@ -1792,7 +1717,7 @@ void R_Model_Brush_Draw(entity_render_t *ent)
        R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
 }
 
-void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
@@ -1835,29 +1760,35 @@ void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin
                        outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
                        outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
                        outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                       if (outclusterpvs)
                        {
-                               SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                               outclusterlist[outnumclusters++] = leaf->clusterindex;
+                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                               {
+                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
+                               }
                        }
-                       for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
+                       if (outsurfacepvs)
                        {
-                               surfaceindex = leaf->firstmarksurface[marksurfaceindex];
-                               if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                               for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
                                {
-                                       surface = model->brushq1.surfaces + surfaceindex;
-                                       if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+                                       surfaceindex = leaf->firstmarksurface[marksurfaceindex];
+                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
-                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+                                               surface = model->brushq1.surfaces + surfaceindex;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
                                                {
-                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
                                                        {
-                                                               SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                               outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                               break;
+                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                               {
+                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
+                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
+                                                                       break;
+                                                               }
                                                        }
                                                }
                                        }
@@ -1878,7 +1809,7 @@ void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin
        *outnumsurfacespointer = outnumsurfaces;
 }
 
-void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
@@ -1912,7 +1843,7 @@ void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
        }
 }
 
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs, modelorg;
@@ -1943,7 +1874,7 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                        else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
                        {
                                t = surface->texinfo->texture->currentframe;
-                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+                               if (t->flags & SURF_LIGHTMAP)
                                        R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                }
@@ -1992,6 +1923,8 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
                if (skyrendermasked)
                        R_Sky();
        }
+       if (!r_q3bsp_renderskydepth.integer)
+               return;
 
        R_Mesh_Matrix(&ent->matrix);
 
@@ -2019,7 +1952,7 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
        GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
        GL_LockArrays(0, 0);
-       GL_ColorMask(1,1,1,1);
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
 }
 
 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_t *face)
@@ -2107,10 +2040,7 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurf
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->lightmaptexture);
        m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
-       if (r_shadow_realtime_world.integer)
-               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
-       else
-               GL_Color(1, 1, 1, 1);
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
        m.pointer_vertex = face->data_vertex3f;
        R_Mesh_State(&m);
        GL_LockArrays(0, face->num_vertices);
@@ -2151,9 +2081,7 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msur
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       mul = 2.0f;
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
-               mul *= r_shadow_realtime_world_lightmaps.value;
+       mul = 2.0f * r_lightmapintensity;
        if (mul == 2 && gl_combine.integer)
        {
                m.texrgbscale[0] = 2;
@@ -2188,9 +2116,7 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurfac
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       mul = 2.0f;
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
-               mul *= r_shadow_realtime_world_lightmaps.value;
+       mul = 2.0f * r_lightmapintensity;
        if (mul == 1)
                m.pointer_color = face->data_color4f;
        else
@@ -2230,6 +2156,8 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3
 
 void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
 {
+       int i;
+       float colorscale;
        const entity_render_t *ent = voident;
        q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
        rmeshstate_t m;
@@ -2243,46 +2171,19 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+       colorscale = r_lightmapintensity;
        if (gl_combine.integer)
-       {
                m.texrgbscale[0] = 2;
-               if (r_textureunits.integer >= 2)
-               {
-                       m.tex[1] = R_GetTexture(face->lightmaptexture);
-                       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
-                       GL_Color(1, 1, 1, ent->alpha);
-               }
-               else
-               {
-                       if (ent->alpha == 1)
-                               m.pointer_color = face->data_color4f;
-                       else
-                       {
-                               int i;
-                               for (i = 0;i < face->num_vertices;i++)
-                               {
-                                       varray_color4f[i*4+0] = face->data_color4f[i*4+0];
-                                       varray_color4f[i*4+1] = face->data_color4f[i*4+1];
-                                       varray_color4f[i*4+2] = face->data_color4f[i*4+2];
-                                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
-                               }
-                               m.pointer_color = varray_color4f;
-                       }
-               }
-       }
        else
+               colorscale *= 2.0f;
+       for (i = 0;i < face->num_vertices;i++)
        {
-               int i;
-               for (i = 0;i < face->num_vertices;i++)
-               {
-                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
-                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
-                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
-                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
-               }
-               m.pointer_color = varray_color4f;
+               varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
+               varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
+               varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
+               varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
        }
+       m.pointer_color = varray_color4f;
        m.pointer_vertex = face->data_vertex3f;
        R_Mesh_State(&m);
        qglDisable(GL_CULL_FACE);
@@ -2310,9 +2211,9 @@ void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
                return;
        }
        R_Mesh_Matrix(&ent->matrix);
-       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+       if (r_lightmapintensity <= 0)
                R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
-       else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+       else if (!(ent->flags & RENDER_LIGHT))
        {
                R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
                if (face->texture->skin.glow)
@@ -2512,29 +2413,35 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                        outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
                        outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
                        outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                       if (outclusterpvs)
                        {
-                               SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                               outclusterlist[outnumclusters++] = leaf->clusterindex;
+                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                               {
+                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
+                               }
                        }
-                       for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
+                       if (outsurfacepvs)
                        {
-                               surface = leaf->firstleafface[marksurfaceindex];
-                               surfaceindex = surface - model->brushq3.data_faces;
-                               if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                               for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
                                {
-                                       if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+                                       surface = leaf->firstleafface[marksurfaceindex];
+                                       surfaceindex = surface - model->brushq3.data_faces;
+                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
-                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
                                                {
-                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                                        {
-                                                               SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                               outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                               break;
+                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                               {
+                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
+                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
+                                                                       break;
+                                                               }
                                                        }
                                                }
                                        }
@@ -2650,6 +2557,7 @@ void GL_Surf_Init(void)
        Cvar_RegisterVariable(&r_surfaceworldnode);
        Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
        Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
        Cvar_RegisterVariable(&gl_lightmaps);
 
        R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);