]> 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 fed6a6a72d4916aa3b6591846a56116fcec77613..2c78a2c6069d2b1901df1200de0d3f314dc4b67a 100644 (file)
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
 #define MAX_LIGHTMAP_SIZE 256
 
@@ -34,22 +35,17 @@ cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
 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", "1"};
 
 static int dlightdivtable[32768];
 
-static int R_IntAddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
-       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract;
+       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
        unsigned int *bl;
        float dist, impact[3], local[3];
 
-       // LordHavoc: use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64     k;
-#else
-       long long   k;
-#endif
-
        lit = false;
 
        smax = (surf->extents[0] >> 4) + 1;
@@ -61,7 +57,7 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               softwareuntransform(r_dlight[lnum].origin, local);
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
@@ -101,9 +97,9 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                maxdist3 = maxdist - dist2;
 
                // convert to 8.8 blocklights format
-               red = r_dlight[lnum].light[0];
-               green = r_dlight[lnum].light[1];
-               blue = r_dlight[lnum].light[2];
+               red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
+               green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
+               blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
                subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
                bl = intblocklights;
 
@@ -122,9 +118,9 @@ static int R_IntAddDynamicLights (msurface_t *surf)
                                                k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
                                                if (k > 0)
                                                {
-                                                       bl[0] += (red   * k) >> 7;
-                                                       bl[1] += (green * k) >> 7;
-                                                       bl[2] += (blue  * k) >> 7;
+                                                       bl[0] += (red   * k);
+                                                       bl[1] += (green * k);
+                                                       bl[2] += (blue  * k);
                                                        lit = true;
                                                }
                                        }
@@ -138,7 +134,7 @@ static int R_IntAddDynamicLights (msurface_t *surf)
        return lit;
 }
 
-static int R_FloatAddDynamicLights (msurface_t *surf)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
        int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
        float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
@@ -154,7 +150,7 @@ static int R_FloatAddDynamicLights (msurface_t *surf)
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               softwareuntransform(r_dlight[lnum].origin, local);
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
@@ -235,7 +231,7 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 {
        if (!r_floatbuildlightmap.integer)
        {
@@ -245,12 +241,6 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightscalebit = lightscalebit;
-               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;
@@ -260,7 +250,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
        // set to full bright if no light data
                bl = intblocklights;
-               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
                {
                        for (i = 0;i < size3;i++)
                                bl[i] = 255*256;
@@ -279,11 +269,9 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
                        if (surf->dlightframe == r_framecount && r_dlightmap.integer)
                        {
-                               surf->cached_dlight = R_IntAddDynamicLights(surf);
+                               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
@@ -300,8 +288,8 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
                bl = intblocklights;
                out = templight;
                // deal with lightmap brightness scale
-               shift = 7 + lightscalebit + 8;
-               if (currentrenderentity->model->lightmaprgba)
+               shift = 7 + r_lightmapscalebit + 8;
+               if (ent->model->lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
@@ -339,12 +327,6 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightscalebit = lightscalebit;
-               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;
@@ -354,7 +336,7 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
        // set to full bright if no light data
                bl = floatblocklights;
-               if ((currentrenderentity->effects & EF_FULLBRIGHT) || !currentrenderentity->model->lightdata)
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
                        j = 255*256;
                else
                        j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
@@ -370,11 +352,9 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
 
                if (surf->dlightframe == r_framecount && r_dlightmap.integer)
                {
-                       surf->cached_dlight = R_FloatAddDynamicLights(surf);
+                       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
@@ -390,8 +370,8 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
                bl = floatblocklights;
                out = templight;
                // deal with lightmap brightness scale
-               scale = 1.0f / (1 << (7 + lightscalebit + 8));
-               if (currentrenderentity->model->lightmaprgba)
+               scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
+               if (ent->model->lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
@@ -423,30 +403,16 @@ static void R_BuildLightMap (msurface_t *surf, int dlightchanged)
        }
 }
 
-void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
-       float ndist;
+       float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surf, *endsurf;
-       int sdtable[256], td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, dist2, impacts, impactt, subtract, a, stained, cr, cg, cb, ca, ratio;
+       int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
        qbyte *bl;
        vec3_t impact;
-       // LordHavoc: use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64     k;
-#else
-       long long   k;
-#endif
 
-
-       // for comparisons to minimum acceptable light
-       // compensate for 4096 offset
-       maxdist = radius * radius + 4096;
-
-       // clamp radius to avoid exceeding 32768 entry division table
-       if (maxdist > 4194304)
-               maxdist = 4194304;
-
-       subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+       maxdist = radius * radius;
+       invradius = 1.0f / radius;
 
 loc0:
        if (node->contents < 0)
@@ -464,89 +430,77 @@ loc0:
        }
 
        dist2 = ndist * ndist;
-       dist2 += 4096.0f;
-       if (dist2 < maxdist)
-       {
-               maxdist3 = maxdist - dist2;
+       maxdist3 = maxdist - dist2;
 
-               if (node->plane->type < 3)
-               {
-                       VectorCopy(origin, impact);
-                       impact[node->plane->type] -= ndist;
-               }
-               else
-               {
-                       impact[0] = origin[0] - node->plane->normal[0] * ndist;
-                       impact[1] = origin[1] - node->plane->normal[1] * ndist;
-                       impact[2] = origin[2] - node->plane->normal[2] * ndist;
-               }
+       if (node->plane->type < 3)
+       {
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
+       }
+       else
+       {
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+       }
 
-               for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       for (surf = model->surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       {
+               if (surf->stainsamples)
                {
-                       if (surf->stainsamples)
-                       {
-                               smax = (surf->extents[0] >> 4) + 1;
-                               tmax = (surf->extents[1] >> 4) + 1;
+                       smax = (surf->extents[0] >> 4) + 1;
+                       tmax = (surf->extents[1] >> 4) + 1;
 
-                               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-                               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+                       impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+                       impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
 
-                               s = bound(0, impacts, smax * 16) - impacts;
-                               t = bound(0, impactt, tmax * 16) - impactt;
-                               i = s * s + t * t + dist2;
-                               if (i > maxdist)
-                                       continue;
+                       s = bound(0, impacts, smax * 16) - impacts;
+                       t = bound(0, impactt, tmax * 16) - impactt;
+                       i = s * s + t * t + dist2;
+                       if (i > maxdist)
+                               continue;
 
-                               // reduce calculations
-                               for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                                       sdtable[s] = i * i + dist2;
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
 
-                               // convert to 8.8 blocklights format
-                               bl = surf->stainsamples;
-                               smax3 = smax * 3;
-                               stained = false;
+                       bl = surf->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
 
-                               i = impactt;
-                               for (t = 0;t < tmax;t++, i -= 16)
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
+                       {
+                               td = i * i;
+                               // make sure some part of it is visible on this line
+                               if (td < maxdist3)
                                {
-                                       td = i * i;
-                                       // make sure some part of it is visible on this line
-                                       if (td < maxdist3)
+                                       maxdist2 = maxdist - td;
+                                       for (s = 0;s < smax;s++)
                                        {
-                                               maxdist2 = maxdist - td;
-                                               for (s = 0;s < smax;s++)
+                                               if (sdtable[s] < maxdist2)
                                                {
-                                                       if (sdtable[s] < maxdist2)
+                                                       ratio = lhrandom(0.0f, 1.0f);
+                                                       a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+                                                       if (a >= (1.0f / 64.0f))
                                                        {
-                                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
-                                                               if (k > 0)
-                                                               {
-                                                                       ratio = rand() & 255;
-                                                                       ca = (((icolor[7] - icolor[3]) * ratio) >> 8) + icolor[3];
-                                                                       a = (ca * k) >> 8;
-                                                                       if (a > 0)
-                                                                       {
-                                                                               a = bound(0, a, 256);
-                                                                               cr = (((icolor[4] - icolor[0]) * ratio) >> 8) + icolor[0];
-                                                                               cg = (((icolor[5] - icolor[1]) * ratio) >> 8) + icolor[1];
-                                                                               cb = (((icolor[6] - icolor[2]) * ratio) >> 8) + icolor[2];
-                                                                               bl[0] = (qbyte) ((((cr - (int) bl[0]) * a) >> 8) + (int) bl[0]);
-                                                                               bl[1] = (qbyte) ((((cg - (int) bl[1]) * a) >> 8) + (int) bl[1]);
-                                                                               bl[2] = (qbyte) ((((cb - (int) bl[2]) * a) >> 8) + (int) bl[2]);
-                                                                               stained = true;
-                                                                       }
-                                                               }
+                                                               if (a > 1)
+                                                                       a = 1;
+                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               stained = true;
                                                        }
-                                                       bl += 3;
                                                }
+                                               bl += 3;
                                        }
-                                       else // skip line
-                                               bl += smax3;
                                }
-                               // force lightmap upload
-                               if (stained)
-                                       surf->cached_dlight = true;
+                               else // skip line
+                                       bl += smax3;
                        }
+                       // force lightmap upload
+                       if (stained)
+                               surf->cached_dlight = true;
                }
        }
 
@@ -554,7 +508,7 @@ loc0:
        {
                if (node->children[1]->contents >= 0)
                {
-                       R_StainNode(node->children[0], model, origin, radius, icolor);
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
                        node = node->children[1];
                        goto loc0;
                }
@@ -571,24 +525,25 @@ 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, icolor[8];
+       int n;
+       float fcolor[8];
        entity_render_t *ent;
        model_t *model;
        vec3_t org;
-       icolor[0] = cr1;
-       icolor[1] = cg1;
-       icolor[2] = cb1;
-       icolor[3] = ca1;
-       icolor[4] = cr2;
-       icolor[5] = cg2;
-       icolor[6] = cb2;
-       icolor[7] = ca2;
-
-       model = cl.worldmodel;
-       softwaretransformidentity();
-       R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+       if (cl.worldmodel == NULL)
+               return;
+       fcolor[0] = cr1;
+       fcolor[1] = cg1;
+       fcolor[2] = cb1;
+       fcolor[3] = ca1 * (1.0f / 64.0f);
+       fcolor[4] = cr2 - cr1;
+       fcolor[5] = cg2 - cg1;
+       fcolor[6] = cb2 - cb1;
+       fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+       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++)
@@ -600,9 +555,8 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
                        Mod_CheckLoaded(model);
                        if (model->type == mod_brush)
                        {
-                               softwaretransformforentity(ent);
-                               softwareuntransform(origin, org);
-                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, fcolor);
                        }
                }
        }
@@ -617,89 +571,127 @@ void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, i
 =============================================================
 */
 
-static void RSurfShader_Sky(msurface_t *firstsurf)
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
-       msurface_t *surf;
        int i;
-       surfvertex_t *v;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
-       float cr, cg, cb, ca;
-       float *outv, *outc;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (currentrenderentity->model->ishlbsp)
-               return;
-
-       if (skyrendernow)
+       float scale;
+       const qbyte *lm;
+       if (styles[0] != 255)
        {
-               skyrendernow = false;
-               if (skyrendermasked)
-                       R_Sky();
+               for (i = 0;i < numverts;i++, c += 4)
+               {
+                       lm = samples + lightmapoffsets[i];
+                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+                       VectorMA(c, scale, lm, c);
+                       if (styles[1] != 255)
+                       {
+                               lm += size3;
+                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+                               VectorMA(c, scale, lm, c);
+                               if (styles[2] != 255)
+                               {
+                                       lm += size3;
+                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+                                       VectorMA(c, scale, lm, c);
+                                       if (styles[3] != 255)
+                                       {
+                                               lm += size3;
+                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                       }
+                               }
+                       }
+               }
        }
-       for (surf = firstsurf;surf;surf = surf->chain)
+}
+
+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)
        {
-               // draw depth-only polys
-               memset(&m, 0, sizeof(m));
-               m.transparent = false;
-               if (skyrendermasked)
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
-                       m.blendfunc1 = GL_ZERO;
-                       m.blendfunc2 = GL_ONE;
-                       m.depthwrite = true;
+                       VectorSubtract(v, modelorg, diff);
+                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                       VectorScale(c, f, c);
                }
-               else
+       }
+       else if (colorscale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, colorscale, c);
+}
+
+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;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       if (fogenabled)
+       {
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
-                       m.blendfunc1 = GL_ONE;
-                       m.blendfunc2 = GL_ZERO;
-                       m.depthwrite = false;
+                       VectorSubtract(v, modelorg, diff);
+                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                       c[0] = r * f;
+                       c[1] = g * f;
+                       c[2] = b * f;
+                       c[3] = a;
                }
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       }
+       else
+       {
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       m.numtriangles = mesh->numtriangles;
-                       m.numverts = mesh->numverts;
-                       if (R_Mesh_Draw_GetBuffer(&m))
-                       {
-                               cr = fogcolor[0] * m.colorscale;
-                               cg = fogcolor[1] * m.colorscale;
-                               cb = fogcolor[2] * m.colorscale;
-                               ca = 1;
-                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                               {
-                                       softwaretransform(v->v, outv);
-                               }
-                               for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
-                               {
-                                       outc[0] = cr;
-                                       outc[1] = cg;
-                                       outc[2] = cb;
-                                       outc[3] = ca;
-                               }
-                       }
+                       c[0] = r;
+                       c[1] = g;
+                       c[2] = b;
+                       c[3] = a;
                }
        }
 }
 
-static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
+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)
 {
-       float f, *v, *c;
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       for (i = 0;i < numverts;i++, v += 3, c += 4)
+       {
+               VectorSubtract(v, modelorg, diff);
+               f = exp(fogdensity/DotProduct(diff, diff));
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = a * f;
+       }
+}
+
+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;
+       float *c;
        int i, l, lit = false;
-       rdlight_t *rd;
+       const rdlight_t *rd;
        vec3_t lightorigin;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
                        rd = &r_dlight[l];
-                       // FIXME: support softwareuntransform here and make bmodels use hardware transform?
-                       VectorCopy(rd->origin, lightorigin);
-                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       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;
                                }
@@ -709,1484 +701,1204 @@ static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float
        return lit;
 }
 
-// note: this untransforms lights to do the checking,
-// and takes surf->mesh->vertex data
-static int RSurf_LightCheck(int *dlightbits, surfmesh_t *mesh)
+// 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;
-       rdlight_t *rd;
+       const rdlight_t *rd;
        vec3_t lightorigin;
-       surfvertex_t *sv;
+       const float *v;
        for (l = 0;l < r_numdlights;l++)
        {
                if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
                        rd = &r_dlight[l];
-                       softwareuntransform(rd->origin, lightorigin);
-                       for (i = 0, sv = mesh->vertex;i < mesh->numverts;i++, sv++)
-                               if (VectorDistance2(sv->v, lightorigin) < rd->cullradius2)
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+                               if (VectorDistance2(v, lightorigin) < rd->cullradius2)
                                        return true;
                }
        }
        return false;
 }
 
-static void RSurfShader_Water_Pass_Base(msurface_t *surf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i, size3;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, diff[3];
-       float base[3], scale, f;
-       qbyte *lm;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
-       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-       memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (ent->model->ishlbsp)
+               return;
+
+       if (skyrendernow)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
        }
-       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+       if (skyrendermasked)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               // depth-only (masking)
+               qglColorMask(0,0,0,0);
+               // just to make sure that braindead drivers don't draw anything
+               // despite that colormask...
+               GL_BlendFunc(GL_ZERO, GL_ONE);
        }
        else
        {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               // fog sky
+               GL_BlendFunc(GL_ONE, GL_ZERO);
        }
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       if (surf->flags & SURF_DRAWFULLBRIGHT || currentrenderentity->effects & EF_FULLBRIGHT)
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       while((surf = *surfchain++) != NULL)
        {
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               if (surf->visframe == r_framecount)
                {
-                       m.numtriangles = mesh->numtriangles;
-                       m.numverts = mesh->numverts;
-                       if (R_Mesh_Draw_GetBuffer(&m))
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               base[0] = base[1] = base[2] = 1.0f * m.colorscale;
-                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorCopy(base, outc);
-                                       outc[3] = alpha;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(outc, f, outc);
-                                       }
-                               }
+                               GL_VertexPointer(mesh->vertex3f);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
                        }
                }
        }
+       qglColorMask(1,1,1,1);
+}
+
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       float f, colorscale;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float alpha;
+       float modelorg[3];
+       texture_t *texture;
+       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)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+       }
+       else if (texture->rendertype == SURFRENDER_ALPHA)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+       }
        else
        {
-               size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
-               base[0] = base[1] = base[2] = (r_ambient.value * (1.0f / 64.0f) + ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f));
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+       }
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
+       }
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               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_color4f, mesh->numverts, f, f, f, alpha);
+               if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
+               {
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+                       if (surf->flags & SURF_LIGHTMAP)
+                               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_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));
+               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)
                {
-                       m.numtriangles = mesh->numtriangles;
-                       m.numverts = mesh->numverts;
-                       if (R_Mesh_Draw_GetBuffer(&m))
-                       {
-                               cl = m.colorscale;
-                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorCopy(base, outc);
-                                       outc[3] = alpha;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                               if (surf->dlightframe == r_framecount)
-                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                               {
-                                       if (surf->flags & SURF_LIGHTMAP)
-                                       if (surf->styles[0] != 255)
-                                       {
-                                               lm = surf->samples + v->lightmapoffset;
-                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
-                                               VectorMA(outc, scale, lm, outc);
-                                               if (surf->styles[1] != 255)
-                                               {
-                                                       lm += size3;
-                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
-                                                       VectorMA(outc, scale, lm, outc);
-                                                       if (surf->styles[2] != 255)
-                                                       {
-                                                               lm += size3;
-                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
-                                                               VectorMA(outc, scale, lm, outc);
-                                                               if (surf->styles[3] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
-                                                                       VectorMA(outc, scale, lm, outc);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               VectorScale(outc, f, outc);
-                                       }
-                                       else
-                                               VectorScale(outc, cl, outc);
-                               }
-                       }
+                       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_Pass_Fog(msurface_t *surf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, diff[3];
-       float base[3], f;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
-       float alpha = currentrenderentity->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
-       memset(&m, 0, sizeof(m));
-       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || alpha < 1;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       const msurface_t *surf;
+       msurface_t **chain;
+       vec3_t center;
+       if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-               if (R_Mesh_Draw_GetBuffer(&m))
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
-                       VectorScale(fogcolor, m.colorscale, base);
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
+                       if (surf->visframe == r_framecount)
                        {
-                               softwaretransform(v->v, outv);
-                               outv[3] = 1;
-                               VectorSubtract(outv, r_origin, diff);
-                               f = exp(fogdensity/DotProduct(diff, diff));
-                               VectorScale(base, f, outc);
-                               outc[3] = alpha;
-                       }
-                       if (m.tex[0])
-                       {
-                               for (i = 0, v = mesh->vertex, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outst += 2)
-                               {
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
                        }
                }
        }
+       else
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                       if (surf->visframe == r_framecount)
+                               RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
 }
 
-static void RSurfShader_Water(msurface_t *firstsurf)
-{
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
-               RSurfShader_Water_Pass_Base(surf);
-       if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Water_Pass_Fog(surf);
-}
-
-static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       float base, colorscale;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       if (rendertype == SURFRENDER_ADD)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       else if (rendertype == SURFRENDER_ALPHA)
        {
-               m.transparent = true;
-               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.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.tex[1] = R_GetTexture(surf->lightmaptexture);
-       ca = currentrenderentity->alpha;
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       colorscale = r_colorscale;
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
+       }
+       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-
-               if (R_Mesh_Draw_GetBuffer(&m))
+               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))
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       if (fogenabled)
-                       {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               outc[0] = outc[1] = outc[2] = cl;
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               outc[0] = outc[1] = outc[2] = cl;
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                       }
+                       if (surf->dlightframe == r_framecount)
+                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
+                       if (surf->flags & SURF_LIGHTMAP)
+                               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_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
+               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
        }
 }
 
-static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       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)
+       {
+               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);
+       }
+}
+
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+{
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
-       m.blendfunc1 = GL_ONE;
-       m.blendfunc2 = GL_ZERO;
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       ca = currentrenderentity->alpha;
+       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)
        {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
+               GL_VertexPointer(mesh->vertex3f);
+               if (m.tex[0])
+                       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);
+       }
+}
 
-               if (R_Mesh_Draw_GetBuffer(&m))
+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;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       float cl;
+       memset(&m, 0, sizeof(m));
+       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;
+       cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
+       GL_Color(cl, cl, cl, 1);
+
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       if (softwaretransform_complexity)
-                       {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       outc[0] = outc[1] = outc[2] = cl;
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                       }
-                       else
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
+                               m.tex[1] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       VectorCopy(v->v, outv);
-                                       outv[3] = 1;
-                                       outc[0] = outc[1] = outc[2] = cl;
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
+                               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_Wall_Pass_BaseLightmap(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outuv, cl, ca, diff[3];
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       m.transparent = false;
-       m.blendfunc1 = GL_ZERO;
-       m.blendfunc2 = GL_SRC_COLOR;
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->lightmaptexture);
-       ca = currentrenderentity->alpha;
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       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;
+       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-
-               if (R_Mesh_Draw_GetBuffer(&m))
+               if (surf->visframe == r_framecount)
                {
-                       cl = (float) (1 << lightscalebit) * m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       if (fogenabled)
-                       {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                       }
-                       else
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
+                               m.tex[1] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               outc[0] = outc[1] = outc[2] = cl;
-                                               outc[3] = ca;
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outuv = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outuv += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               outc[0] = outc[1] = outc[2] = cl;
-                                               outc[3] = ca;
-                                               outuv[0] = v->uv[0];
-                                               outuv[1] = v->uv[1];
-                                       }
-                               }
+                               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_Wall_Pass_BaseVertex(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i, size3;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3];
-       float base[3], scale, f;
-       qbyte *lm;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+       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);
+       while((surf = *surfchain++) != NULL)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               if (surf->visframe == r_framecount)
+               {
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       }
+               }
        }
-       else
+}
+
+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));
+       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;
+       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[0] != lightmaptexturenum)
+                       //{
+                               m.tex[0] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               GL_VertexPointer(mesh->vertex3f);
+                               m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
+                               R_Mesh_State_Texture(&m);
+                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+                       }
+               }
        }
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-
-       size3 = ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3;
+}
 
-       base[0] = base[1] = base[2] = currentrenderentity->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+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;
+       float colorscale;
+       rmeshstate_t m;
 
-       ca = currentrenderentity->alpha;
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       memset(&m, 0, sizeof(m));
+       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.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-
-               if (R_Mesh_Draw_GetBuffer(&m))
+               m.texrgbscale[0] = 4;
+               colorscale *= 0.25f;
+       }
+       GL_ColorPointer(varray_color4f);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
                {
-                       cl = m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-
-                       if (currentrenderentity->effects & EF_FULLBRIGHT)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-                               else
+                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
                                {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = 2.0f * cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorCopy(base, outc);
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorCopy(base, outc);
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-
-                               if (surf->dlightframe == r_framecount)
-                                       RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color;i < m.numverts;i++, v++, outv += 4, outc += 4)
-                               {
-                                       if (surf->styles[0] != 255)
-                                       {
-                                               lm = surf->samples + v->lightmapoffset;
-                                               scale = d_lightstylevalue[surf->styles[0]] * (1.0f / 32768.0f);
-                                               VectorMA(outc, scale, lm, outc);
-                                               if (surf->styles[1] != 255)
-                                               {
-                                                       lm += size3;
-                                                       scale = d_lightstylevalue[surf->styles[1]] * (1.0f / 32768.0f);
-                                                       VectorMA(outc, scale, lm, outc);
-                                                       if (surf->styles[2] != 255)
-                                                       {
-                                                               lm += size3;
-                                                               scale = d_lightstylevalue[surf->styles[2]] * (1.0f / 32768.0f);
-                                                               VectorMA(outc, scale, lm, outc);
-                                                               if (surf->styles[3] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surf->styles[3]] * (1.0f / 32768.0f);
-                                                                       VectorMA(outc, scale, lm, outc);
-                                                               }
-                                                       }
-                                               }
-                                       }
-                                       if (fogenabled)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               VectorScale(outc, f, outc);
-                                       }
-                                       else
-                                               VectorScale(outc, cl, outc);
+                                       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_Wall_Pass_BaseFullbright(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3];
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_ColorPointer(varray_color4f);
+       while((surf = *surfchain++) != NULL)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       ca = currentrenderentity->alpha;
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-
-               if (R_Mesh_Draw_GetBuffer(&m))
+               if (surf->visframe == r_framecount)
                {
-                       cl = m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       if (fogenabled)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               VectorSubtract(outv, r_origin, diff);
-                                               outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               if (softwaretransform_complexity)
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               softwaretransform(v->v, outv);
-                                               outv[3] = 1;
-                                               outc[0] = outc[1] = outc[2] = cl;
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                                       {
-                                               VectorCopy(v->v, outv);
-                                               outv[3] = 1;
-                                               outc[0] = outc[1] = outc[2] = cl;
-                                               outc[3] = ca;
-                                               outst[0] = v->st[0];
-                                               outst[1] = v->st[1];
-                                       }
-                               }
+                               GL_VertexPointer(mesh->vertex3f);
+                               if (m.tex[0])
+                                       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_Wall_Pass_Light(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3], f;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
-
-       if (surf->dlightframe != r_framecount)
-               return;
-       if (currentrenderentity->effects & EF_FULLBRIGHT)
-               return;
-
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       if (currentrenderentity->effects & EF_ADDITIVE)
+       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);
+       while((surf = *surfchain++) != NULL)
        {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-       }
-       else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
-       {
-               m.transparent = true;
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               m.transparent = false;
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
-       }
-       m.depthwrite = false;
-       m.depthdisable = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       ca = currentrenderentity->alpha;
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               if (RSurf_LightCheck(surf->dlightbits, mesh))
+               if (surf->visframe == r_framecount)
                {
-                       m.numtriangles = mesh->numtriangles;
-                       m.numverts = mesh->numverts;
-
-                       if (R_Mesh_Draw_GetBuffer(&m))
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               cl = m.colorscale;
-                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorClear(outc);
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                               RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
-                               if (fogenabled)
-                               {
-                                       for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
-                                       {
-                                               VectorSubtract(outv, r_origin, diff);
-                                               f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                               VectorScale(outc, f, outc);
-                                       }
-                               }
-                               else if (cl != 1)
-                                       for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
-                                               VectorScale(outc, cl, outc);
+                               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_Wall_Pass_Glow(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3];
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       ca = currentrenderentity->alpha;
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       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);
+       while((surf = *surfchain++) != NULL)
        {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-
-               if (R_Mesh_Draw_GetBuffer(&m))
+               if (surf->visframe == r_framecount)
                {
-                       cl = m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       if (fogenabled)
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorSubtract(outv, r_origin, diff);
-                                       outc[0] = outc[1] = outc[2] = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                       }
-                       else
-                       {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       outc[0] = outc[1] = outc[2] = cl;
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
+                               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_Wall_Pass_Fog(msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i;
-       surfvertex_t *v;
-       float *outv, *outc, *outst, cl, ca, diff[3], f;
-       surfmesh_t *mesh;
-       rmeshbufferinfo_t m;
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
-       m.transparent = currentrenderentity->effects & EF_ADDITIVE || surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       ca = currentrenderentity->alpha;
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       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);
+       while((surf = *surfchain++) != NULL)
        {
-               m.numtriangles = mesh->numtriangles;
-               m.numverts = mesh->numverts;
-
-               if (R_Mesh_Draw_GetBuffer(&m))
+               if (surf->visframe == r_framecount)
                {
-                       cl = m.colorscale;
-                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
-                       if (softwaretransform_complexity)
-                       {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       softwaretransform(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorSubtract(outv, r_origin, diff);
-                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
-                                       VectorScale(fogcolor, f, outc);
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
-                       }
-                       else
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                        {
-                               for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2)
-                               {
-                                       VectorCopy(v->v, outv);
-                                       outv[3] = 1;
-                                       VectorSubtract(outv, r_origin, diff);
-                                       VectorSubtract(outv, r_origin, diff);
-                                       f = cl * exp(fogdensity/DotProduct(diff, diff));
-                                       VectorScale(fogcolor, f, outc);
-                                       outc[3] = ca;
-                                       outst[0] = v->st[0];
-                                       outst[1] = v->st[1];
-                               }
+                               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_Wall_Fullbright(msurface_t *firstsurf)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
-       {
-               c_brush_polys++;
-               RSurfShader_Wall_Pass_BaseFullbright(surf);
-       }
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(surf);
-       if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Wall_Pass_Fog(surf);
-}
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       int rendertype;
+       float currentalpha;
+       texture_t *texture;
+       R_Mesh_Matrix(&ent->matrix);
+
+       texture = surf->texinfo->texture;
+       if (texture->animated)
+               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+       currentalpha = ent->alpha;
+       if (texture->flags & SURF_WATERALPHA)
+               currentalpha *= r_wateralpha.value;
+       if (ent->effects & EF_ADDITIVE)
+               rendertype = SURFRENDER_ADD;
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
+               rendertype = SURFRENDER_ALPHA;
+       else
+               rendertype = SURFRENDER_OPAQUE;
 
-static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
-{
-       msurface_t *surf;
-       for (surf = firstsurf;surf;surf = surf->chain)
-       {
-               c_brush_polys++;
-               RSurfShader_Wall_Pass_BaseVertex(surf);
-       }
-       for (surf = firstsurf;surf;surf = surf->chain)
-               if (surf->currenttexture->glowtexture)
-                       RSurfShader_Wall_Pass_Glow(surf);
+       RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
+       if (texture->skin.glow)
+               RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
        if (fogenabled)
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       RSurfShader_Wall_Pass_Fog(surf);
+               RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
 }
 
-static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       msurface_t *surf;
-       if (r_vertexsurfaces.integer)
+       const msurface_t *surf;
+       msurface_t **chain;
+       vec3_t center;
+       if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               // transparent vertex shaded from lightmap
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
-                       c_brush_polys++;
-                       RSurfShader_Wall_Pass_BaseVertex(surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(surf);
-               if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_Fog(surf);
-       }
-       else if (r_multitexture.integer)
-       {
-               if (r_dlightmap.integer)
-               {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseMTex(surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
-               }
-               else
-               {
-                       for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->visframe == r_framecount)
                        {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseMTex(surf);
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
                        }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
                }
        }
-       else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
+       else if (r_shadow_realtime_world.integer)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       c_brush_polys++;
-                       RSurfShader_Wall_Pass_BaseVertex(surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               RSurfShader_Wall_Pass_Glow(surf);
+               // opaque base lighting
+               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_Fog(surf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else if (r_vertexsurfaces.integer)
+       {
+               // opaque vertex shaded from lightmap
+               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->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 (chain = surfchain;(surf = *chain) != NULL;chain++)
+                               if (surf->visframe == r_framecount)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
        }
        else
        {
-               if (r_dlightmap.integer)
+               // opaque lightmapped
+               if (r_textureunits.integer >= 2)
                {
-                       for (surf = firstsurf;surf;surf = surf->chain)
+                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
+                       else
                        {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseTexture(surf);
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
+                               if (r_detailtextures.integer)
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                        }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_BaseLightmap(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
                }
                else
                {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               c_brush_polys++;
-                               RSurfShader_Wall_Pass_BaseTexture(surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               RSurfShader_Wall_Pass_BaseLightmap(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->dlightframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Light(surf);
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->glowtexture)
-                                       RSurfShader_Wall_Pass_Glow(surf);
-                       if (fogenabled)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       RSurfShader_Wall_Pass_Fog(surf);
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+                       if (r_detailtextures.integer)
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                }
+               if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+                       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, surfchain);
        }
 }
 
-/*
-=============================================================
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
 
-       WORLD MODEL
+int Cshader_count = 3;
+Cshader_t *Cshaders[3] =
+{
+       &Cshader_wall_lightmap,
+       &Cshader_water,
+       &Cshader_sky
+};
 
-=============================================================
-*/
+void R_UpdateTextureInfo(entity_render_t *ent)
+{
+       int i, texframe, alttextures;
+       texture_t *t;
+
+       if (!ent->model)
+               return;
 
-static void R_SolidWorldNode (void)
+       alttextures = ent->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
+       for (i = 0;i < ent->model->numtextures;i++)
+       {
+               t = ent->model->textures + i;
+               t->currentalpha = ent->alpha;
+               if (t->flags & SURF_WATERALPHA)
+                       t->currentalpha *= r_wateralpha.value;
+               if (ent->effects & EF_ADDITIVE)
+                       t->rendertype = SURFRENDER_ADD;
+               else if (t->currentalpha < 1 || t->skin.fog != NULL)
+                       t->rendertype = SURFRENDER_ALPHA;
+               else
+                       t->rendertype = SURFRENDER_OPAQUE;
+               // we don't need to set currentframe if t->animated is false because
+               // it was already set up by the texture loader for non-animating
+               if (t->animated)
+                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
+       }
+}
+
+void R_PrepareSurfaces(entity_render_t *ent)
 {
-       if (r_viewleaf->contents != CONTENTS_SOLID)
-       {
-               int portalstack;
-               mportal_t *p, *pstack[8192];
-               msurface_t *surf, **mark, **endmark;
-               mleaf_t *leaf;
-               // LordHavoc: portal-passage worldnode; follows portals leading
-               // outward from viewleaf, if a portal leads offscreen it is not
-               // followed, in indoor maps this can often cull a great deal of
-               // geometry away when pvs data is not present (useful with pvs as well)
-
-               leaf = r_viewleaf;
-               leaf->worldnodeframe = r_framecount;
-               portalstack = 0;
-       loc0:
-               c_leafs++;
+       int i, numsurfaces, *surfacevisframes;
+       model_t *model;
+       msurface_t *surf, *surfaces, **surfchain;
+       vec3_t modelorg;
 
-               leaf->visframe = r_framecount;
+       if (!ent->model)
+               return;
 
-               if (leaf->nummarksurfaces)
-               {
-                       mark = leaf->firstmarksurface;
-                       endmark = mark + leaf->nummarksurfaces;
-                       do
-                       {
-                               surf = *mark++;
-                               // make sure surfaces are only processed once
-                               if (surf->worldnodeframe == r_framecount)
-                                       continue;
-                               surf->worldnodeframe = r_framecount;
-                               if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                               {
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = r_framecount;
-                               }
-                               else
-                               {
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = r_framecount;
-                               }
-                       }
-                       while (mark < endmark);
-               }
+       model = ent->model;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       numsurfaces = model->nummodelsurfaces;
+       surfaces = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
 
-               // follow portals into other leafs
-               p = leaf->portals;
-               for (;p;p = p->next)
-               {
-                       if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
-                       {
-                               leaf = p->past;
-                               if (leaf->worldnodeframe != r_framecount)
-                               {
-                                       leaf->worldnodeframe = r_framecount;
-                                       if (leaf->contents != CONTENTS_SOLID)
-                                       {
-                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
-                                               {
-                                                       p->visframe = r_framecount;
-                                                       pstack[portalstack++] = p;
-                                                       goto loc0;
+       R_UpdateTextureInfo(ent);
 
-       loc1:
-                                                       p = pstack[--portalstack];
-                                               }
-                                       }
-                               }
-                       }
-               }
+       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
+               R_MarkLights(ent);
 
-               if (portalstack)
-                       goto loc1;
+       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
        {
-               mnode_t *nodestack[8192], *node = cl.worldmodel->nodes;
-               int nodestackpos = 0;
-               // LordHavoc: recursive descending worldnode; if portals are not
-               // available, this is a good last resort, can cull large amounts of
-               // geometry, but is more time consuming than portal-passage and renders
-               // things behind walls
-
-loc2:
-               if (R_NotCulledBox(node->mins, node->maxs))
+               for (i = 0;i < model->light_styles;i++)
                {
-                       if (node->numsurfaces)
+                       if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]])
                        {
-                               msurface_t *surf = cl.worldmodel->surfaces + node->firstsurface, *surfend = surf + node->numsurfaces;
-                               if (PlaneDiff (r_origin, node->plane) < 0)
-                               {
-                                       for (;surf < surfend;surf++)
-                                       {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
-                                       }
-                               }
-                               else
-                               {
-                                       for (;surf < surfend;surf++)
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
-                                       }
-                               }
+                               model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]];
+                               for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++)
+                                       (**surfchain).cached_dlight = true;
                        }
+               }
+       }
 
-                       // recurse down the children
-                       if (node->children[0]->contents >= 0)
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+       {
+               if (surfacevisframes[i] == r_framecount)
+               {
+#if !WORLDNODECULLBACKFACES
+                       // mark any backface surfaces as not visible
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                               if (node->children[1]->contents >= 0)
-                               {
-                                       if (nodestackpos < 8192)
-                                               nodestack[nodestackpos++] = node->children[1];
-                                       node = node->children[0];
-                                       goto loc2;
-                               }
-                               else
-                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
-                               node = node->children[0];
-                               goto loc2;
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
                        }
                        else
                        {
-                               ((mleaf_t *)node->children[0])->visframe = r_framecount;
-                               if (node->children[1]->contents >= 0)
-                               {
-                                       node = node->children[1];
-                                       goto loc2;
-                               }
-                               else if (nodestackpos > 0)
-                               {
-                                       ((mleaf_t *)node->children[1])->visframe = r_framecount;
-                                       node = nodestack[--nodestackpos];
-                                       goto loc2;
-                               }
+                               if ((surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
+                       }
+                       if (surfacevisframes[i] == r_framecount)
+#endif
+                       {
+                               c_faces++;
+                               surf->visframe = r_framecount;
+                               if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+                                       R_BuildLightMap(ent, surf);
                        }
-               }
-               else if (nodestackpos > 0)
-               {
-                       node = nodestack[--nodestackpos];
-                       goto loc2;
                }
        }
 }
 
-static int r_portalframecount = 0;
-
-static void R_PVSWorldNode()
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
 {
-       int portalstack, i;
-       mportal_t *p, *pstack[8192];
-       msurface_t *surf, **mark, **endmark;
-       mleaf_t *leaf;
-       qbyte *worldvis;
-
-       worldvis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
+       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] && t->currentframe && chains[i] != NULL)
+                       t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+}
 
-       leaf = r_viewleaf;
-       leaf->worldnodeframe = r_framecount;
-       portalstack = 0;
-loc0:
-       c_leafs++;
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
+{
+       int i;
+       float *v;
+       rmeshstate_t m;
+       const entity_render_t *ent = calldata1;
+       const mportal_t *portal = ent->model->portals + calldata2;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&ent->matrix);
+       GL_VertexPointer(varray_vertex3f);
 
-       leaf->visframe = r_framecount;
+       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,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+                        0.125f);
+       if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+       {
+               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_vertex3f;i < portal->numpoints;i++, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+}
 
-       if (leaf->nummarksurfaces)
+static void R_DrawPortals(entity_render_t *ent)
+{
+       int i;
+       mportal_t *portal, *endportal;
+       float temp[3], center[3], f;
+       if (ent->model == NULL)
+               return;
+       for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
        {
-               mark = leaf->firstmarksurface;
-               endmark = mark + leaf->nummarksurfaces;
-               do
+               if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                {
-                       surf = *mark++;
-                       // make sure surfaces are only processed once
-                       if (surf->worldnodeframe == r_framecount)
-                               continue;
-                       surf->worldnodeframe = r_framecount;
-                       if (PlaneDist(r_origin, surf->plane) < surf->plane->dist)
-                       {
-                               if (surf->flags & SURF_PLANEBACK)
-                                       surf->visframe = r_framecount;
-                       }
-                       else
-                       {
-                               if (!(surf->flags & SURF_PLANEBACK))
-                                       surf->visframe = r_framecount;
-                       }
+                       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);
                }
-               while (mark < endmark);
        }
+}
 
-       // follow portals into other leafs
-       for (p = leaf->portals;p;p = p->next)
+void R_PrepareBrushModel(entity_render_t *ent)
+{
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surf;
+       model_t *model;
+#if WORLDNODECULLBACKFACES
+       vec3_t modelorg;
+#endif
+
+       // 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
+       numsurfaces = model->nummodelsurfaces;
+       surf = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+       for (i = 0;i < numsurfaces;i++, surf++)
        {
-               if (DotProduct(r_origin, p->plane.normal) < p->plane.dist)
+#if WORLDNODECULLBACKFACES
+               // mark any backface surfaces as not visible
+               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
-                       leaf = p->past;
-                       if (leaf->worldnodeframe != r_framecount)
-                       {
-                               leaf->worldnodeframe = r_framecount;
-                               if (leaf->contents != CONTENTS_SOLID)
-                               {
-                                       i = (leaf - cl.worldmodel->leafs) - 1;
-                                       if (worldvis[i>>3] & (1<<(i&7)))
-                                       {
-                                               if (R_NotCulledBox(leaf->mins, leaf->maxs))
-                                               {
-                                                       pstack[portalstack++] = p;
-                                                       goto loc0;
-
-loc1:
-                                                       p = pstack[--portalstack];
-                                               }
-                                       }
-                               }
-                       }
+                       if ((surf->flags & SURF_PLANEBACK))
+                               surfacevisframes[i] = r_framecount;
                }
+               else if (!(surf->flags & SURF_PLANEBACK))
+                       surfacevisframes[i] = r_framecount;
+#else
+               surfacevisframes[i] = r_framecount;
+#endif
+               surf->dlightframe = -1;
        }
-
-       if (portalstack)
-               goto loc1;
+       R_PrepareSurfaces(ent);
 }
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
-
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
-{
-       &Cshader_wall_vertex,
-       &Cshader_wall_lightmap,
-       &Cshader_wall_fullbright,
-       &Cshader_water,
-       &Cshader_sky
-};
-
-void R_PrepareSurfaces(void)
+void R_SurfaceWorldNode (entity_render_t *ent)
 {
-       int i, alttextures, texframe, framecount;
-       texture_t *t;
-       model_t *model;
+       int i, *surfacevisframes, *surfacepvsframes, surfnum;
        msurface_t *surf;
+       mleaf_t *leaf;
+       model_t *model;
+       vec3_t modelorg;
 
-       for (i = 0;i < Cshader_count;i++)
-               Cshaders[i]->chain = NULL;
-
-       model = currentrenderentity->model;
-       alttextures = currentrenderentity->frame != 0;
-       texframe = (int)(cl.time * 5.0f);
+       // 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);
 
-       for (i = 0;i < model->nummodelsurfaces;i++)
+       for (leaf = model->pvsleafchain;leaf;leaf = leaf->pvschain)
        {
-               surf = model->modelsortedsurfaces[i];
-               if (surf->visframe == r_framecount)
+               if (!R_CullBox (leaf->mins, leaf->maxs))
                {
-                       if (surf->insertframe != r_framecount)
-                       {
-                               surf->insertframe = r_framecount;
-                               c_faces++;
-                               t = surf->texinfo->texture;
-                               if (t->animated)
-                               {
-                                       framecount = t->anim_total[alttextures];
-                                       if (framecount >= 2)
-                                               surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
-                                       else
-                                               surf->currenttexture = t->anim_frames[alttextures][0];
-                               }
-                               else
-                                       surf->currenttexture = t;
-                       }
-
-                       surf->chain = surf->shader->chain;
-                       surf->shader->chain = surf;
+                       c_leafs++;
+                       leaf->visframe = r_framecount;
                }
        }
-}
-
-void R_DrawSurfaces (int type)
-{
-       int                     i;
-       Cshader_t       *shader;
 
-       for (i = 0;i < Cshader_count;i++)
+       for (i = 0;i < model->pvssurflistlength;i++)
        {
-               shader = Cshaders[i];
-               if (shader->chain && shader->shaderfunc[type])
-                       shader->shaderfunc[type](shader->chain);
+               surfnum = model->pvssurflist[i];
+               surf = model->surfaces + surfnum;
+#if WORLDNODECULLBACKFACES
+               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+               {
+                       if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[surfnum] = r_framecount;
+               }
+               else
+               {
+                       if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[surfnum] = r_framecount;
+               }
+#else
+               if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
+                       surfacevisframes[surfnum] = r_framecount;
+#endif
        }
 }
 
-static float portalpointbuffer[256][3];
-
-void R_DrawPortals(void)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int drawportals, i;
-       mportal_t *portal, *endportal;
-       mvertex_t *point;
-       rmeshinfo_t m;
-       drawportals = r_drawportals.integer;
-
-       if (drawportals < 1)
+       int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+       int n;
+       msurface_t *surf;
+#endif
+       mleaf_t *leaf, *leafstack[8192];
+       mportal_t *p;
+       vec3_t modelorg;
+       msurface_t *surfaces;
+       if (ent->model == NULL)
                return;
-
-       memset(&m, 0, sizeof(m));
-       m.transparent = true;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.vertex = &portalpointbuffer[0][0];
-       m.vertexstep = sizeof(float[3]);
-       m.ca = 0.125;
-       for (portal = cl.worldmodel->portals, endportal = portal + cl.worldmodel->numportals;portal < endportal;portal++)
-       {
-               if (portal->visframe == r_portalframecount)
+       // 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
+       // RecursiveWorldNode
+       surfaces = ent->model->surfaces;
+       surfacevisframes = ent->model->surfacevisframes;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       viewleaf->worldnodeframe = r_framecount;
+       leafstack[0] = viewleaf;
+       leafstackpos = 1;
+       while (leafstackpos)
+       {
+               c_leafs++;
+               leaf = leafstack[--leafstackpos];
+               leaf->visframe = r_framecount;
+               // draw any surfaces bounding this leaf
+               if (leaf->nummarksurfaces)
                {
-                       if (portal->numpoints <= 256)
+                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
                        {
-                               i = portal - cl.worldmodel->portals;
-                               m.cr = ((i & 0x0007) >> 0) * (1.0f / 7.0f);
-                               m.cg = ((i & 0x0038) >> 3) * (1.0f / 7.0f);
-                               m.cb = ((i & 0x01C0) >> 6) * (1.0f / 7.0f);
-                               point = portal->points;
-                               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+#if WORLDNODECULLBACKFACES
+                               n = *mark++;
+                               if (surfacevisframes[n] != r_framecount)
                                {
-                                       for (i = portal->numpoints - 1;i >= 0;i--)
-                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                                       surf = surfaces + n;
+                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                                       {
+                                               if ((surf->flags & SURF_PLANEBACK))
+                                                       surfacevisframes[n] = r_framecount;
+                                       }
+                                       else
+                                       {
+                                               if (!(surf->flags & SURF_PLANEBACK))
+                                                       surfacevisframes[n] = r_framecount;
+                                       }
                                }
-                               else
+#else
+                               surfacevisframes[*mark++] = r_framecount;
+#endif
+                       }
+               }
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
+               {
+                       // LordHavoc: this DotProduct hurts less than a cache miss
+                       // (which is more likely to happen if backflowing through leafs)
+                       if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
+                       {
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
                                {
-                                       for (i = 0;i < portal->numpoints;i++)
-                                               VectorCopy(point[i].position, portalpointbuffer[i]);
+                                       leaf->worldnodeframe = r_framecount;
+                                       // FIXME: R_CullBox is absolute, should be done relative
+                                       if (leaf->pvsframe == ent->model->pvsframecount && !R_CullBox(leaf->mins, leaf->maxs))
+                                               leafstack[leafstackpos++] = leaf;
                                }
-                               R_Mesh_DrawPolygon(&m, portal->numpoints);
                        }
                }
        }
 }
 
-void R_SetupForBModelRendering(void)
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int                     i;
-       msurface_t      *surf;
-       model_t         *model;
-       vec3_t          modelorg;
-
-       // because bmodels can be reused, we have to decide which things to render
-       // from scratch every time
-
-       model = currentrenderentity->model;
-
-       softwaretransformforentity (currentrenderentity);
-       softwareuntransform(r_origin, modelorg);
-
-       for (i = 0;i < model->nummodelsurfaces;i++)
-       {
-               surf = model->modelsortedsurfaces[i];
-               if (((surf->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, surf->plane) >= 0))
-                       surf->visframe = r_framecount;
-               else
-                       surf->visframe = -1;
-               surf->worldnodeframe = -1;
-               surf->lightframe = -1;
-               surf->dlightframe = -1;
-               surf->insertframe = -1;
-       }
-}
-
-void R_SetupForWorldRendering(void)
-{
-       // there is only one instance of the world, but it can be rendered in
-       // multiple stages
-
-       currentrenderentity = &cl_entities[0].render;
-       softwaretransformidentity();
-}
-
-static void R_SurfMarkLights (void)
-{
-       int                     i;
-       msurface_t      *surf;
-
-       if (r_dynamic.integer)
-               R_MarkLights();
+       int i, j, l, c, bits, *surfacepvsframes, *mark;
+       mleaf_t *leaf;
+       qbyte *vis;
+       model_t *model;
 
-       if (!r_vertexsurfaces.integer)
+       model = ent->model;
+       if (model && (model->pvsviewleaf != viewleaf || model->pvsviewleafnovis != r_novis.integer))
        {
-               for (i = 0;i < currentrenderentity->model->nummodelsurfaces;i++)
+               model->pvsframecount++;
+               model->pvsviewleaf = viewleaf;
+               model->pvsviewleafnovis = r_novis.integer;
+               model->pvsleafchain = NULL;
+               model->pvssurflistlength = 0;
+               if (viewleaf)
                {
-                       surf = currentrenderentity->model->modelsortedsurfaces[i];
-                       if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
+                       surfacepvsframes = model->surfacepvsframes;
+                       vis = model->LeafPVS(model, viewleaf);
+                       for (j = 0;j < model->numleafs;j += 8)
                        {
-                               if (surf->cached_dlight
-                                || surf->cached_ambient != r_ambient.value
-                                || surf->cached_lightscalebit != lightscalebit)
-                                       R_BuildLightMap(surf, false); // base lighting changed
-                               else if (r_dynamic.integer)
+                               bits = *vis++;
+                               if (bits)
                                {
-                                       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(surf, false); // base lighting changed
-                                       else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-                                               R_BuildLightMap(surf, true); // only dlights
+                                       l = model->numleafs - j;
+                                       if (l > 8)
+                                               l = 8;
+                                       for (i = 0;i < l;i++)
+                                       {
+                                               if (bits & (1 << i))
+                                               {
+                                                       leaf = &model->leafs[j + i + 1];
+                                                       leaf->pvschain = model->pvsleafchain;
+                                                       model->pvsleafchain = leaf;
+                                                       leaf->pvsframe = model->pvsframecount;
+                                                       // mark surfaces bounding this leaf as visible
+                                                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
+                                                               surfacepvsframes[*mark] = model->pvsframecount;
+                                               }
+                                       }
                                }
                        }
+                       model->BuildPVSTextureChains(model);
                }
        }
 }
 
-void R_MarkWorldLights(void)
+void R_WorldVisibility (entity_render_t *ent)
 {
-       R_SetupForWorldRendering();
-       R_SurfMarkLights();
-}
+       vec3_t modelorg;
+       mleaf_t *viewleaf;
 
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
-{
-       R_SetupForWorldRendering();
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       viewleaf = ent->model->PointInLeaf(ent->model, modelorg);
+       R_PVSUpdate(ent, viewleaf);
+
+       if (!viewleaf)
+               return;
 
-       if (r_viewleaf->contents == CONTENTS_SOLID || r_novis.integer || r_viewleaf->compressed_vis == NULL)
-               R_SolidWorldNode ();
+       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+               R_SurfaceWorldNode (ent);
        else
-               R_PVSWorldNode ();
+               R_PortalWorldNode (ent, viewleaf);
 }
 
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModelSky (void)
+void R_DrawWorld (entity_render_t *ent)
 {
-       R_SetupForBModelRendering();
+       if (ent->model == NULL)
+               return;
+       R_PrepareSurfaces(ent);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
+}
 
-       R_PrepareSurfaces();
-       R_DrawSurfaces(SHADERSTAGE_SKY);
+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, ent->model->pvstexturechains);
 }
 
-void R_DrawBrushModelNormal (void)
+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, ent->model->pvstexturechains);
+}
 
-       // have to flush queue because of possible lightmap reuse
-       R_Mesh_Render();
-
-       R_SetupForBModelRendering();
-
-       R_SurfMarkLights();
+void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+       int i;
+       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)
+               {
+                       f = PlaneDiff(relativelightorigin, surf->plane);
+                       if (surf->flags & SURF_PLANEBACK)
+                               f = -f;
+                       // draw shadows only for frontfaces and only if they are close
+                       if (f >= 0.1 && f < lightradius)
+                       {
+                               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_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
+                       }
+               }
+       }
+}
 
-       R_PrepareSurfaces();
+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++)
+       {
+               surf = surflist[surfnum];
+               if (surf->visframe == r_framecount)
+               {
+                       t = surf->texinfo->texture->currentframe;
+                       if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                       {
+                               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                               {
+                                       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);
+                               }
+                       }
+               }
+       }
+}
 
-       if (!skyrendermasked)
-               R_DrawSurfaces(SHADERSTAGE_SKY);
-       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+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, lightmins[3], lightmaxs[3];
+       surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       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);
+       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))
+               {
+                       f = PlaneDiff(relativelightorigin, surf->plane);
+                       if (surf->flags & SURF_PLANEBACK)
+                               f = -f;
+                       if (f >= -0.1 && f < lightradius)
+                       {
+                               t = surf->texinfo->texture->currentframe;
+                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                               {
+                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                                       {
+                                               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);
+                                       }
+                               }
+                       }
+               }
+       }
 }
 
 static void gl_surf_start(void)
@@ -2214,6 +1926,8 @@ void GL_Surf_Init(void)
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_testvis);
        Cvar_RegisterVariable(&r_floatbuildlightmap);
+       Cvar_RegisterVariable(&r_detailtextures);
+       Cvar_RegisterVariable(&r_surfaceworldnode);
 
        R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }