]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
494
[xonotic/darkplaces.git] / gl_rsurf.c
index 5db3bcf8c939fcc342fcdd68cf5653c0d43cde62..117e1364669b1fa6fe5df41280adbaf34eddf93b 100644 (file)
@@ -26,23 +26,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #define MAX_LIGHTMAP_SIZE 256
 
 cvar_t r_ambient = {0, "r_ambient", "0", "brighter world cheat (not allowed in multiplayer), value is 0-128"};
-cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
 cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
 
-// flag arrays used for visibility checking on world model
-// (all other entities have no per-surface/per-leaf visibility checks)
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
-unsigned char r_pvsbits[(32768+7)>>3];
-// TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
-unsigned char r_worldleafvisible[32768];
-// TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
-unsigned char r_worldsurfacevisible[262144];
-// if true, the view is currently in a leaf without pvs data
-qboolean r_worldnovis;
-
 /*
 ===============
 R_BuildLightMap
@@ -337,16 +325,20 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       // due to the hacky nature of this function's parameters, this is never
+       // called with a batch, so numsurfaces is always 1, and the surfacelist
+       // contains only a leaf number for coloring purposes
        const mportal_t *portal = (mportal_t *)ent;
        int i, numpoints;
        float *v;
        float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+       CHECKGLERROR
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglDisable(GL_CULL_FACE);
+       qglDisable(GL_CULL_FACE);CHECKGLERROR
        R_Mesh_Matrix(&identitymatrix);
 
        numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
@@ -355,19 +347,19 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, int surfacenumber,
        R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
 
-       i = surfacenumber;
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
+       i = surfacelist[0];
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
                         0.125f);
        for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
                VectorCopy(portal->points[i].position, v);
        R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
-       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(void)
+void R_DrawPortals(void)
 {
        int i, leafnum;
        mportal_t *portal;
@@ -377,7 +369,7 @@ static void R_DrawPortals(void)
                return;
        for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
        {
-               if (r_worldleafvisible[leafnum])
+               if (r_viewcache.world_leafvisible[leafnum])
                {
                        //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
                        for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
@@ -397,7 +389,7 @@ static void R_DrawPortals(void)
        }
 }
 
-void R_WorldVisibility(void)
+void R_View_WorldVisibility(void)
 {
        int i, j, *mark;
        mleaf_t *leaf;
@@ -408,18 +400,18 @@ void R_WorldVisibility(void)
                return;
 
        // if possible find the leaf the view origin is in
-       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_vieworigin) : NULL;
+       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
        // if possible fetch the visible cluster bits
        if (!r_lockpvs.integer && model->brush.FatPVS)
-               model->brush.FatPVS(model, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+               model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
 
        if (!r_lockvisibility.integer)
        {
                // clear the visible surface and leaf flags arrays
-               memset(r_worldsurfacevisible, 0, model->num_surfaces);
-               memset(r_worldleafvisible, 0, model->brush.num_leafs);
+               memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
 
-               r_worldnovis = false;
+               r_viewcache.world_novis = false;
 
                // if floating around in the void (no pvs data available, and no
                // portals available), simply use all on-screen leafs.
@@ -428,17 +420,17 @@ void R_WorldVisibility(void)
                        // no visibility method: (used when floating around in the void)
                        // simply cull each leaf to the frustum (view pyramid)
                        // similar to quake's RecursiveWorldNode but without cache misses
-                       r_worldnovis = true;
+                       r_viewcache.world_novis = true;
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (!R_CullBox(leaf->mins, leaf->maxs))
                                {
-                                       renderstats.world_leafs++;
-                                       r_worldleafvisible[j] = true;
+                                       r_refdef.stats.world_leafs++;
+                                       r_viewcache.world_leafvisible[j] = true;
                                        if (leaf->numleafsurfaces)
                                                for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                                       r_worldsurfacevisible[*mark] = true;
+                                                       r_viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
                }
@@ -453,13 +445,13 @@ void R_WorldVisibility(void)
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
                                // if leaf is in current pvs and on the screen, mark its surfaces
-                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                               if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                {
-                                       renderstats.world_leafs++;
-                                       r_worldleafvisible[j] = true;
+                                       r_refdef.stats.world_leafs++;
+                                       r_viewcache.world_leafvisible[j] = true;
                                        if (leaf->numleafsurfaces)
                                                for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                                       r_worldsurfacevisible[*mark] = true;
+                                                       r_viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
                }
@@ -481,13 +473,13 @@ void R_WorldVisibility(void)
                        leafstackpos = 1;
                        while (leafstackpos)
                        {
-                               renderstats.world_leafs++;
+                               r_refdef.stats.world_leafs++;
                                leaf = leafstack[--leafstackpos];
-                               r_worldleafvisible[leaf - model->brush.data_leafs] = true;
+                               r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
                                if (leaf->numleafsurfaces)
                                        for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                               r_worldsurfacevisible[*mark] = true;
+                                               r_viewcache.world_surfacevisible[*mark] = true;
                                // follow portals into other leafs
                                // the checks are:
                                // if viewer is behind portal (portal faces outward into the scene)
@@ -497,16 +489,13 @@ void R_WorldVisibility(void)
                                // (the first two checks won't cause as many cache misses as the leaf checks)
                                for (p = leaf->portals;p;p = p->next)
                                {
-                                       renderstats.world_portals++;
-                                       if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_worldleafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex))
+                                       r_refdef.stats.world_portals++;
+                                       if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) && !R_CullBox(p->mins, p->maxs) && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex))
                                                leafstack[leafstackpos++] = p->past;
                                }
                        }
                }
        }
-
-       if (r_drawportals.integer)
-               R_DrawPortals();
 }
 
 void R_Q1BSP_DrawSky(entity_render_t *ent)
@@ -705,10 +694,10 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
-void R_Q1BSP_DrawShadowVolume_Batch(entity_render_t *ent, texture_t *texture, const vec3_t modelorg, const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
+void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
-       RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
                msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -723,8 +712,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        int modelsurfacelistindex;
        int f = 0;
        float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       vec3_t modelorg;
-       texture_t *t = NULL, *texture;
+       texture_t *t = NULL;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
@@ -738,10 +726,10 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       texture = surface->texture->currentframe;
-                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       t = surface->texture->currentframe;
+                       if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
                                continue;
-                       if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
                                continue;
                        R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
@@ -750,7 +738,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        else
        {
                projectdistance = lightradius + model->radius*2;
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               RSurf_ActiveEntity(ent, false, false);
                R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
                // identify lit faces within the bounding box
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
@@ -760,40 +748,58 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                        {
                                if (numsurfacelist)
                                {
-                                       R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               texture = t->currentframe;
-                               f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
+                               rsurface_texture = t->currentframe;
+                               f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
                        }
                        if (f && surface->num_triangles)
                                surfacelist[numsurfacelist++] = surface;
                }
                if (numsurfacelist)
-                       R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
                R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
        }
 }
 
-static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+#define BATCHSIZE 256
+
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       msurface_t *surface = ent->model->data_surfaces + surfacenumber;
-       texture_t *texture = surface->texture;
-       R_UpdateTextureInfo(ent, texture);
-       texture = texture->currentframe;
+       int surfacelistindex, batchcount;
+       texture_t *t;
+       msurface_t *batchsurfaces[BATCHSIZE];
+       // note: in practice this never actualy batches, oh well
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
-       R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+       t = NULL;
+       batchcount = 0;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
+               if (t != surface->texture)
+               {
+                       if (batchcount > 0)
+                               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
+                       batchcount = 0;
+                       t = surface->texture;
+                       R_UpdateTextureInfo(ent, t);
+                       rsurface_texture = t->currentframe;
+               }
+               batchsurfaces[batchcount++] = surface;
+       }
+       if (batchcount > 0)
+               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
        R_Shadow_RenderMode_End();
 }
 
-static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
 {
        int batchsurfaceindex;
-       model_t *model = ent->model;
        msurface_t *batchsurface;
        vec3_t tempcenter, center;
        for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
@@ -802,8 +808,8 @@ static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, textu
                tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
                tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
                tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
-               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
+               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
        }
 }
 
@@ -813,37 +819,37 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       texture_t *texture;
        int surfacelistindex, batchnumsurfaces;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
-       vec3_t modelorg;
        texture_t *tex;
        qboolean skip;
+       CHECKGLERROR
+       RSurf_ActiveEntity(ent, true, true);
        R_UpdateAllTextureInfo(ent);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        tex = NULL;
-       texture = NULL;
+       rsurface_texture = NULL;
        skip = false;
        batchnumsurfaces = 0;
+       CHECKGLERROR
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               if ((ent == r_refdef.worldentity && !r_worldsurfacevisible[surfacelist[surfacelistindex]]))
+               if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
                        continue;
                surface = model->data_surfaces + surfacelist[surfacelistindex];
-               renderstats.lights_lighttriangles += surface->num_triangles;
+               r_refdef.stats.lights_lighttriangles += surface->num_triangles;
                if (tex != surface->texture)
                {
                        if (batchnumsurfaces > 0)
                        {
-                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                                else
-                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                                batchnumsurfaces = 0;
                        }
                        tex = surface->texture;
-                       texture = surface->texture->currentframe;
-                       skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+                       rsurface_texture = surface->texture->currentframe;
+                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
                        if (skip)
                                continue;
                }
@@ -851,10 +857,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
                        {
-                               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                                else
-                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                                batchnumsurfaces = 0;
                        }
                        batchsurfacelist[batchnumsurfaces++] = surface;
@@ -862,13 +868,13 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
        }
        if (batchnumsurfaces > 0)
        {
-               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                else
-                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                batchnumsurfaces = 0;
        }
-       qglEnable(GL_CULL_FACE);
+       qglEnable(GL_CULL_FACE);CHECKGLERROR
 }
 
 //Made by [515]
@@ -946,7 +952,6 @@ void GL_Surf_Init(void)
 {
 
        Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_lockpvs);
        Cvar_RegisterVariable(&r_lockvisibility);
        Cvar_RegisterVariable(&r_useportalculling);