]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
changed brush model API - now uses function pointers for some of the brush model...
[xonotic/darkplaces.git] / gl_rsurf.c
index 7177b46353b49fbc36b5425c45fd2cf5193ff83c..2c78a2c6069d2b1901df1200de0d3f314dc4b67a 100644 (file)
@@ -36,7 +36,7 @@ cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
 
 static int dlightdivtable[32768];
 
@@ -231,7 +231,7 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 {
        if (!r_floatbuildlightmap.integer)
        {
@@ -241,12 +241,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightmapscalebit = r_lightmapscalebit;
-               surf->cached_ambient = r_ambient.value;
-               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
 
                smax = (surf->extents[0]>>4)+1;
                tmax = (surf->extents[1]>>4)+1;
@@ -278,8 +272,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                                surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
                                if (surf->cached_dlight)
                                        c_light_polys++;
-                               else if (dlightchanged)
-                                       return; // don't upload if only updating dlights and none mattered
                        }
 
        // add all the lightmaps
@@ -335,12 +327,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightmapscalebit = r_lightmapscalebit;
-               surf->cached_ambient = r_ambient.value;
-               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
 
                smax = (surf->extents[0]>>4)+1;
                tmax = (surf->extents[1]>>4)+1;
@@ -369,8 +355,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                        surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
                        if (surf->cached_dlight)
                                c_light_polys++;
-                       else if (dlightchanged)
-                               return; // don't upload if only updating dlights and none mattered
                }
 
                // add all the lightmaps
@@ -419,7 +403,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
        }
 }
 
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, float fcolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surf, *endsurf;
@@ -541,13 +525,15 @@ loc0:
        }
 }
 
-void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
 {
        int n;
        float fcolor[8];
        entity_render_t *ent;
        model_t *model;
        vec3_t org;
+       if (cl.worldmodel == NULL)
+               return;
        fcolor[0] = cr1;
        fcolor[1] = cg1;
        fcolor[2] = cb1;
@@ -557,9 +543,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
        fcolor[6] = cb2 - cb1;
        fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       model = cl.worldmodel;
-       if (model)
-               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
+       R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
        for (n = 0;n < cl_num_brushmodel_entities;n++)
@@ -587,7 +571,7 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
 =============================================================
 */
 
-static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
        int i;
        float scale;
@@ -621,13 +605,13 @@ static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c
        }
 }
 
-static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
 {
        int i;
        float diff[3], f;
        if (fogenabled)
        {
-               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
                        VectorSubtract(v, modelorg, diff);
                        f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
@@ -639,7 +623,7 @@ static void RSurf_FogColors(const float *v, float *c, float colorscale, int numv
                        VectorScale(c, colorscale, c);
 }
 
-static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
        int i;
        float diff[3], f;
@@ -648,7 +632,7 @@ static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float
        b *= colorscale;
        if (fogenabled)
        {
-               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
                        VectorSubtract(v, modelorg, diff);
                        f = 1 - exp(fogdensity/DotProduct(diff, diff));
@@ -670,14 +654,14 @@ static void RSurf_FoggedColors(const float *v, float *c, float r, float g, float
        }
 }
 
-static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
        int i;
        float diff[3], f;
        r *= colorscale;
        g *= colorscale;
        b *= colorscale;
-       for (i = 0;i < numverts;i++, v += 4, c += 4)
+       for (i = 0;i < numverts;i++, v += 3, c += 4)
        {
                VectorSubtract(v, modelorg, diff);
                f = exp(fogdensity/DotProduct(diff, diff));
@@ -688,15 +672,7 @@ static void RSurf_FogPassColors(const float *v, float *c, float r, float g, floa
        }
 }
 
-static void RSurf_ScaleColors(float *c, float scale, int numverts)
-{
-       int i;
-       if (scale != 1)
-               for (i = 0;i < numverts;i++, c += 4)
-                       VectorScale(c, scale, c);
-}
-
-static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
 {
        float f;
        const float *v;
@@ -710,12 +686,12 @@ static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits,
                {
                        rd = &r_dlight[l];
                        Matrix4x4_Transform(matrix, rd->origin, lightorigin);
-                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
                        {
                                f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
                                if (f < rd->cullradius2)
                                {
-                                       f = (1.0f / f) - rd->subtract;
+                                       f = ((1.0f / f) - rd->subtract) * scale;
                                        VectorMA(c, f, rd->light, c);
                                        lit = true;
                                }
@@ -725,8 +701,7 @@ static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits,
        return lit;
 }
 
-// note: this untransforms lights to do the checking,
-// and takes surf->mesh->verts data
+// note: this untransforms lights to do the checking
 static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
 {
        int i, l;
@@ -739,7 +714,7 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co
                {
                        rd = &r_dlight[l];
                        Matrix4x4_Transform(matrix, rd->origin, lightorigin);
-                       for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+                       for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
                                if (VectorDistance2(v, lightorigin) < rd->cullradius2)
                                        return true;
                }
@@ -747,7 +722,7 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co
        return false;
 }
 
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -766,34 +741,34 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
 
        R_Mesh_Matrix(&ent->matrix);
 
-       // draw depth-only polys
-       memset(&m, 0, sizeof(m));
+       GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
        if (skyrendermasked)
        {
+               // depth-only (masking)
                qglColorMask(0,0,0,0);
                // just to make sure that braindead drivers don't draw anything
                // despite that colormask...
-               m.blendfunc1 = GL_ZERO;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_ZERO, GL_ONE);
        }
        else
        {
                // fog sky
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
        }
-       m.depthwrite = true;
-       R_Mesh_State(&m);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
@@ -810,81 +785,90 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        float alpha;
        float modelorg[3];
        texture_t *texture;
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       matrix4x4_t tempmatrix;
+
+       // scrolling in texture matrix
+       Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.125, sin(cl.time * 0.8f) * 0.125, 0);
+       R_Mesh_TextureMatrix(0, &tempmatrix);
 
        R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
 
        memset(&m, 0, sizeof(m));
        texture = surf->texinfo->texture->currentframe;
        alpha = texture->currentalpha;
        if (texture->rendertype == SURFRENDER_ADD)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
        else if (texture->rendertype == SURFRENDER_ALPHA)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 4;
                colorscale *= 0.25f;
        }
-       R_Mesh_State(&m);
-       GL_UseColorArray();
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+               GL_VertexPointer(mesh->vertex3f);
+               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+               R_Mesh_State_Texture(&m);
                f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
-               R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
+               R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
                if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
                {
                        if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
                        if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                }
-               RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
        }
 
        if (fogenabled)
        {
                memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-               m.tex[0] = R_GetTexture(texture->fogtexture);
-               R_Mesh_State(&m);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               m.tex[0] = R_GetTexture(texture->skin.fog);
                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts);
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       if (m.tex[0])
-                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                       RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       GL_VertexPointer(mesh->vertex3f);
+                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                       GL_ColorPointer(varray_color4f);
+                       R_Mesh_State_Texture(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                }
        }
+
+       Matrix4x4_CreateIdentity(&tempmatrix);
+       R_Mesh_TextureMatrix(0, &tempmatrix);
 }
 
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
+       msurface_t **chain;
        vec3_t center;
        if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
                        if (surf->visframe == r_framecount)
                        {
@@ -894,7 +878,7 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu
                }
        }
        else
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                        if (surf->visframe == r_framecount)
                                RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
 }
@@ -909,20 +893,20 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
        memset(&m, 0, sizeof(m));
        if (rendertype == SURFRENDER_ADD)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
        else if (rendertype == SURFRENDER_ALPHA)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
@@ -930,23 +914,23 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
                colorscale *= 0.25f;
        }
        base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       R_Mesh_State(&m);
-       GL_UseColorArray();
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-               R_FillColors(varray_color, mesh->numverts, base, base, base, currentalpha);
+               GL_VertexPointer(mesh->vertex3f);
+               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+               R_Mesh_State_Texture(&m);
+               R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
                if (!(ent->effects & EF_FULLBRIGHT))
                {
                        if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
                        if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, varray_color, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                }
-               RSurf_FogColors(varray_vertex, varray_color, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
        }
 }
 
@@ -957,18 +941,19 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
-       R_Mesh_State(&m);
-       GL_UseColorArray();
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
+       GL_ColorPointer(varray_color4f);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-               RSurf_FoggedColors(varray_vertex, varray_color, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+               GL_VertexPointer(mesh->vertex3f);
+               if (m.tex[0])
+                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+               R_Mesh_State_Texture(&m);
+               RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
        }
 }
 
@@ -979,23 +964,23 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->fogtexture);
-       R_Mesh_State(&m);
-       GL_UseColorArray();
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.fog);
+       GL_ColorPointer(varray_color4f);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts);
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+               GL_VertexPointer(mesh->vertex3f);
                if (m.tex[0])
-                       memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-               RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+               R_Mesh_State_Texture(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1003,139 +988,140 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
        int lightmaptexturenum;
        float cl;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
-       m.tex[2] = R_GetTexture(texture->detailtexture);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.tex[2] = R_GetTexture(texture->skin.detail);
        m.texrgbscale[0] = 1;
        m.texrgbscale[1] = 4;
        m.texrgbscale[2] = 2;
-       R_Mesh_State(&m);
        cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
        GL_Color(cl, cl, cl, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       if (m.tex[1] != lightmaptexturenum)
-                       {
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
                                m.tex[1] = lightmaptexturenum;
-                               R_Mesh_State(&m);
-                       }
+                       //      R_Mesh_State_Texture(&m);
+                       //}
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[2], mesh->abc, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+                               m.pointer_texcoord[2] = mesh->texcoorddetail2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
        if (gl_combine.integer)
                m.texrgbscale[1] = 4;
-       R_Mesh_State(&m);
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       if (m.tex[1] != lightmaptexturenum)
-                       {
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
                                m.tex[1] = lightmaptexturenum;
-                               R_Mesh_State(&m);
-                       }
+                       //      R_Mesh_State_Texture(&m);
+                       //}
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[1], mesh->uvw, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       R_Mesh_State(&m);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        GL_Color(1, 1, 1, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_ZERO;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.tex[0] = R_GetTexture(firstsurf->lightmaptexture);
+       GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
        if (gl_combine.integer)
                m.texrgbscale[0] = 4;
-       R_Mesh_State(&m);
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       if (m.tex[0] != lightmaptexturenum)
-                       {
+                       //if (m.tex[0] != lightmaptexturenum)
+                       //{
                                m.tex[0] = lightmaptexturenum;
-                               R_Mesh_State(&m);
-                       }
+                       //      R_Mesh_State_Texture(&m);
+                       //}
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->uvw, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1143,18 +1129,18 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const
        rmeshstate_t m;
 
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->texture);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 4;
                colorscale *= 0.25f;
        }
-       R_Mesh_State(&m);
-       GL_UseColorArray();
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       GL_ColorPointer(varray_color4f);
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
                {
@@ -1162,20 +1148,19 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const
                        {
                                if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
                                {
-                                       R_Mesh_ResizeCheck(mesh->numverts);
-                                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                       memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                                       R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
-                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
-                                       RSurf_ScaleColors(varray_color, colorscale, mesh->numverts);
-                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                                       GL_VertexPointer(mesh->vertex3f);
+                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                                       R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
+                                       R_Mesh_State_Texture(&m);
+                                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
+                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                                }
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1183,103 +1168,102 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       R_Mesh_State(&m);
-       GL_UseColorArray();
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                               GL_VertexPointer(mesh->vertex3f);
                                if (m.tex[0])
-                                       memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                               RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               R_Mesh_State_Texture(&m);
+                               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_DST_COLOR;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.tex[0] = R_GetTexture(texture->detailtexture);
-       R_Mesh_State(&m);
+       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.detail);
        GL_Color(1, 1, 1, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->abc, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoorddetail2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
-       R_Mesh_State(&m);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
-       R_Mesh_State(&m);
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+       GL_DepthMask(true);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
        if (m.tex[0])
                GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
        else
                GL_Color(0, 0, 0, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               R_Mesh_ResizeCheck(mesh->numverts);
-                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->index);
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
@@ -1303,26 +1287,27 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
                currentalpha *= r_wateralpha.value;
        if (ent->effects & EF_ADDITIVE)
                rendertype = SURFRENDER_ADD;
-       else if (currentalpha < 1 || texture->fogtexture != NULL)
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
                rendertype = SURFRENDER_ALPHA;
        else
                rendertype = SURFRENDER_OPAQUE;
 
        RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
-       if (texture->glowtexture)
+       if (texture->skin.glow)
                RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
        if (fogenabled)
                RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
 }
 
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
+       msurface_t **chain;
        vec3_t center;
        if (texture->rendertype != SURFRENDER_OPAQUE)
        {
                // transparent vertex shaded from lightmap
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
                        if (surf->visframe == r_framecount)
                        {
@@ -1331,25 +1316,25 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                        }
                }
        }
-       else if (r_shadow_lightingmode >= 2)
+       else if (r_shadow_realtime_world.integer)
        {
                // opaque base lighting
-               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf);
+               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
                if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
        else if (r_vertexsurfaces.integer)
        {
                // opaque vertex shaded from lightmap
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                        if (surf->visframe == r_framecount)
                                RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
-               if (texture->glowtexture)
-                       for (surf = firstsurf;surf;surf = surf->texturechain)
+               if (texture->skin.glow)
+                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
                                if (surf->visframe == r_framecount)
                                        RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->texturechain)
+                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
                                if (surf->visframe == r_framecount)
                                        RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
        }
@@ -1359,27 +1344,27 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                if (r_textureunits.integer >= 2)
                {
                        if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
                        else
                        {
-                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
                                if (r_detailtextures.integer)
-                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                        }
                }
                else
                {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf);
-                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
                        if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                }
                if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
-                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf);
-               if (texture->glowtexture)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
 }
 
@@ -1413,7 +1398,7 @@ void R_UpdateTextureInfo(entity_render_t *ent)
                        t->currentalpha *= r_wateralpha.value;
                if (ent->effects & EF_ADDITIVE)
                        t->rendertype = SURFRENDER_ADD;
-               else if (t->currentalpha < 1 || t->fogtexture != NULL)
+               else if (t->currentalpha < 1 || t->skin.fog != NULL)
                        t->rendertype = SURFRENDER_ALPHA;
                else
                        t->rendertype = SURFRENDER_OPAQUE;
@@ -1428,7 +1413,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
 {
        int i, numsurfaces, *surfacevisframes;
        model_t *model;
-       msurface_t *surf, *surfaces;
+       msurface_t *surf, *surfaces, **surfchain;
        vec3_t modelorg;
 
        if (!ent->model)
@@ -1442,9 +1427,29 @@ void R_PrepareSurfaces(entity_render_t *ent)
 
        R_UpdateTextureInfo(ent);
 
-       if (r_dynamic.integer && r_shadow_lightingmode < 1)
+       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
                R_MarkLights(ent);
 
+       if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)
+       {
+               model->light_ambient = r_ambient.value;
+               model->light_scalebit = r_lightmapscalebit;
+               for (i = 0;i < model->nummodelsurfaces;i++)
+                       model->surfaces[i + model->firstmodelsurface].cached_dlight = true;
+       }
+       else
+       {
+               for (i = 0;i < model->light_styles;i++)
+               {
+                       if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]])
+                       {
+                               model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]];
+                               for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++)
+                                       (**surfchain).cached_dlight = true;
+                       }
+               }
+       }
+
        for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
                if (surfacevisframes[i] == r_framecount)
@@ -1466,36 +1471,23 @@ void R_PrepareSurfaces(entity_render_t *ent)
                        {
                                c_faces++;
                                surf->visframe = r_framecount;
-                               if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
-                               {
-                                       if (surf->cached_dlight
-                                        || surf->cached_ambient != r_ambient.value
-                                        || surf->cached_lightmapscalebit != r_lightmapscalebit)
-                                               R_BuildLightMap(ent, surf, false); // base lighting changed
-                                       else if (r_dynamic.integer)
-                                       {
-                                               if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
-                                                || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
-                                                || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
-                                                || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
-                                                       R_BuildLightMap(ent, surf, false); // base lighting changed
-                                               else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-                                                       R_BuildLightMap(ent, surf, true); // only dlights
-                                       }
-                               }
+                               if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+                                       R_BuildLightMap(ent, surf);
                        }
                }
        }
 }
 
-void R_DrawSurfaces(entity_render_t *ent, int type)
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
 {
        int i;
        texture_t *t;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
-               if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i])
-                       t->shader->shaderfunc[type](ent, t->currentframe, ent->model->texturesurfacechains[i]);
+               if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+                       t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1505,12 +1497,15 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        rmeshstate_t m;
        const entity_render_t *ent = calldata1;
        const mportal_t *portal = ent->model->portals + calldata2;
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
        R_Mesh_Matrix(&ent->matrix);
-       R_Mesh_State(&m);
-       R_Mesh_ResizeCheck(portal->numpoints);
+       GL_VertexPointer(varray_vertex3f);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
        i = portal - ent->model->portals;
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
                         ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
@@ -1518,11 +1513,11 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
                         0.125f);
        if (PlaneDiff(r_origin, (&portal->plane)) > 0)
        {
-               for (i = portal->numpoints - 1, v = varray_vertex;i >= 0;i--, v += 4)
+               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
                        VectorCopy(portal->points[i].position, v);
        }
        else
-               for (i = 0, v = varray_vertex;i < portal->numpoints;i++, v += 4)
+               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
                        VectorCopy(portal->points[i].position, v);
        R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
 }
@@ -1532,24 +1527,19 @@ static void R_DrawPortals(entity_render_t *ent)
        int i;
        mportal_t *portal, *endportal;
        float temp[3], center[3], f;
-
-       if (r_drawportals.integer < 1)
+       if (ent->model == NULL)
                return;
-
        for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
        {
-               if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount)
+               if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                {
-                       if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
-                       {
-                               VectorClear(temp);
-                               for (i = 0;i < portal->numpoints;i++)
-                                       VectorAdd(temp, portal->points[i].position, temp);
-                               f = ixtable[portal->numpoints];
-                               VectorScale(temp, f, temp);
-                               Matrix4x4_Transform(&ent->matrix, temp, center);
-                               R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
-                       }
+                       VectorClear(temp);
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorAdd(temp, portal->points[i].position, temp);
+                       f = ixtable[portal->numpoints];
+                       VectorScale(temp, f, temp);
+                       Matrix4x4_Transform(&ent->matrix, temp, center);
+                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
                }
        }
 }
@@ -1566,6 +1556,8 @@ void R_PrepareBrushModel(entity_render_t *ent)
        // because bmodels can be reused, we have to decide which things to render
        // from scratch every time
        model = ent->model;
+       if (model == NULL)
+               return;
 #if WORLDNODECULLBACKFACES
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
 #endif
@@ -1580,22 +1572,12 @@ void R_PrepareBrushModel(entity_render_t *ent)
                if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
                        if ((surf->flags & SURF_PLANEBACK))
-                       {
-                               surfacevisframes[i] = r_framecount;
-                               surfacepvsframes[i] = model->pvsframecount;
-                       }
-               }
-               else
-               {
-                       if (!(surf->flags & SURF_PLANEBACK))
-                       {
                                surfacevisframes[i] = r_framecount;
-                               surfacepvsframes[i] = model->pvsframecount;
-                       }
                }
+               else if (!(surf->flags & SURF_PLANEBACK))
+                       surfacevisframes[i] = r_framecount;
 #else
                surfacevisframes[i] = r_framecount;
-               surfacepvsframes[i] = model->pvsframecount;
 #endif
                surf->dlightframe = -1;
        }
@@ -1610,7 +1592,10 @@ void R_SurfaceWorldNode (entity_render_t *ent)
        model_t *model;
        vec3_t modelorg;
 
+       // equivilant to quake's RecursiveWorldNode but faster and more effective
        model = ent->model;
+       if (model == NULL)
+               return;
        surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
        surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -1657,6 +1642,8 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
        mportal_t *p;
        vec3_t modelorg;
        msurface_t *surfaces;
+       if (ent->model == NULL)
+               return;
        // LordHavoc: portal-passage worldnode with PVS;
        // follows portals leading outward from viewleaf, does not venture
        // offscreen or into leafs that are not visible, faster than Quake's
@@ -1716,8 +1703,6 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
                        }
                }
        }
-       if (r_drawportals.integer)
-               R_DrawPortals(ent);
 }
 
 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
@@ -1738,7 +1723,7 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
                if (viewleaf)
                {
                        surfacepvsframes = model->surfacepvsframes;
-                       vis = Mod_LeafPVS (viewleaf, model);
+                       vis = model->LeafPVS(model, viewleaf);
                        for (j = 0;j < model->numleafs;j += 8)
                        {
                                bits = *vis++;
@@ -1757,20 +1742,12 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
                                                        leaf->pvsframe = model->pvsframecount;
                                                        // mark surfaces bounding this leaf as visible
                                                        for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
-                                                       {
-                                                               //if (surfacepvsframes[*mark] != model->pvsframecount)
-                                                               //{
-                                                                       surfacepvsframes[*mark] = model->pvsframecount;
-                                                               //      model->pvssurflist[model->pvssurflistlength++] = *mark;
-                                                               //}
-                                                       }
+                                                               surfacepvsframes[*mark] = model->pvsframecount;
                                                }
                                        }
                                }
                        }
-                       for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
-                               if (model->surfacepvsframes[j] == model->pvsframecount)
-                                       model->pvssurflist[model->pvssurflistlength++] = j;
+                       model->BuildPVSTextureChains(model);
                }
        }
 }
@@ -1781,7 +1758,7 @@ void R_WorldVisibility (entity_render_t *ent)
        mleaf_t *viewleaf;
 
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-       viewleaf = Mod_PointInLeaf (modelorg, ent->model);
+       viewleaf = ent->model->PointInLeaf(ent->model, modelorg);
        R_PVSUpdate(ent, viewleaf);
 
        if (!viewleaf)
@@ -1795,24 +1772,32 @@ void R_WorldVisibility (entity_render_t *ent)
 
 void R_DrawWorld (entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        R_PrepareSurfaces(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
-       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
 }
 
 void R_Model_Brush_DrawSky (entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
 }
 
 void R_Model_Brush_Draw (entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        c_bmodels++;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
 }
 
 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
@@ -1821,9 +1806,12 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
        msurface_t *surf;
        float projectdistance, f, temp[3], lightradius2;
        surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        lightradius2 = lightradius * lightradius;
        R_UpdateTextureInfo(ent);
+       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
        for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
        {
                if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
@@ -1831,31 +1819,28 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
                        f = PlaneDiff(relativelightorigin, surf->plane);
                        if (surf->flags & SURF_PLANEBACK)
                                f = -f;
-                       // draw shadows only for frontfaces
-                       projectdistance = lightradius - f;
-                       if (projectdistance >= 0.1 && projectdistance < lightradius)
+                       // draw shadows only for frontfaces and only if they are close
+                       if (f >= 0.1 && f < lightradius)
                        {
-                               VectorSubtract(relativelightorigin, surf->poly_center, temp);
-                               if (DotProduct(temp, temp) < lightradius2 - surf->poly_radius2)
-                               {
+                               temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
+                               temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
+                               temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
+                               if (DotProduct(temp, temp) < lightradius2)
                                        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                       {
-                                               R_Mesh_ResizeCheck(mesh->numverts * 2);
-                                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->index, mesh->triangleneighbors, relativelightorigin, lightradius, projectdistance);
-                                       }
-                               }
+                                               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
                        }
                }
        }
 }
 
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces)
+void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
        int surfnum;
        msurface_t *surf;
        texture_t *t;
        surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        R_UpdateTextureInfo(ent);
        for (surfnum = 0;surfnum < numsurfaces;surfnum++)
@@ -1868,86 +1853,47 @@ void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relative
                        {
                                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                                {
-                                       R_Mesh_ResizeCheck(mesh->numverts);
-                                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
                                }
                        }
                }
        }
 }
 
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
        int surfnum;
        msurface_t *surf;
        texture_t *t;
-       float f, lightradius2, temp[3];
+       float f, lightmins[3], lightmaxs[3];
        surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
-       lightradius2 = lightradius * lightradius;
+       lightmins[0] = relativelightorigin[0] - lightradius;
+       lightmins[1] = relativelightorigin[1] - lightradius;
+       lightmins[2] = relativelightorigin[2] - lightradius;
+       lightmaxs[0] = relativelightorigin[0] + lightradius;
+       lightmaxs[1] = relativelightorigin[1] + lightradius;
+       lightmaxs[2] = relativelightorigin[2] + lightradius;
        R_UpdateTextureInfo(ent);
-       if (ent != &cl_entities[0].render)
+       for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
        {
-               // bmodel, cull crudely to view and light
-               for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
+               if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
                {
-                       VectorSubtract(relativelightorigin, surf->poly_center, temp);
-                       if (DotProduct(temp, temp) < lightradius2 - surf->poly_radius2)
-                       {
-                               f = PlaneDiff(relativelightorigin, surf->plane);
-                               if (surf->flags & SURF_PLANEBACK)
-                                       f = -f;
-                               if (f >= -0.1 && f < lightradius)
-                               {
-                                       f = PlaneDiff(relativeeyeorigin, surf->plane);
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               f = -f;
-                                       if (f > 0)
-                                       {
-                                               t = surf->texinfo->texture->currentframe;
-                                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
-                                               {
-                                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                                       {
-                                                               R_Mesh_ResizeCheck(mesh->numverts);
-                                                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
-                                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-       else
-       {
-               // world, already culled to view, just cull to light
-               for (surfnum = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;surfnum < ent->model->nummodelsurfaces;surfnum++, surf++)
-               {
-                       if (surf->visframe == r_framecount)
+                       f = PlaneDiff(relativelightorigin, surf->plane);
+                       if (surf->flags & SURF_PLANEBACK)
+                               f = -f;
+                       if (f >= -0.1 && f < lightradius)
                        {
-                               VectorSubtract(relativelightorigin, surf->poly_center, temp);
-                               if (DotProduct(temp, temp) < lightradius2 - surf->poly_radius2)
+                               t = surf->texinfo->texture->currentframe;
+                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                                {
-                                       f = PlaneDiff(relativelightorigin, surf->plane);
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               f = -f;
-                                       if (f >= -0.1 && f < lightradius)
+                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                                        {
-                                               t = surf->texinfo->texture->currentframe;
-                                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
-                                               {
-                                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                                       {
-                                                               R_Mesh_ResizeCheck(mesh->numverts);
-                                                               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
-                                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
-                                                       }
-                                               }
+                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
                                        }
                                }
                        }