]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
surfvertex_t is gone, in it's place are non-interleaved arrays, which keeps things...
[xonotic/darkplaces.git] / gl_rsurf.c
index 561976633d9cdfbb3dfd1940f0d95aeaf0accc32..43318ed9c148d7e6c396505ef93270e82012af11 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,150 +21,222 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-extern int                     skytexturenum;
+#define MAX_LIGHTMAP_SIZE 256
 
-int            lightmap_textures;
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 
-signed blocklights[18*18*3]; // LordHavoc: *3 for colored lighting
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             128
-#define        BLOCK_HEIGHT    128
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*3)
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
+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", "0"};
+cvar_t r_cullsurface = {0, "r_cullsurface", "0"};
 
-int                    active_lightmaps;
+static int dlightdivtable[32768];
 
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+// variables used by R_PVSUpdate
+int r_pvsframecount = 0;
+mleaf_t *r_pvsviewleaf = NULL;
+int r_pvsviewleafnovis = 0;
+msurface_t *r_pvsfirstsurface = NULL;
 
-byte *lightmaps[MAX_LIGHTMAPS];
+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;
+       unsigned int *bl;
+       float dist, impact[3], local[3];
 
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
+       // LordHavoc: use 64bit integer...  shame it's not very standardized...
+#if _MSC_VER || __BORLANDC__
+       __int64     k;
+#else
+       long long   k;
+#endif
 
-qboolean lightmaprgba, nosubimagefragments;
-int lightmapbytes;
+       lit = false;
 
-qboolean skyisvisible;
-extern qboolean gl_arrays;
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
-void glrsurf_init()
-{
-       int i;
-       for (i = 0;i < MAX_LIGHTMAPS;i++)
-               lightmaps[i] = (byte *) NULL;
-       Cvar_RegisterVariable(&gl_lightmapalign);
-       Cvar_RegisterVariable(&gl_lightmaprgba);
-       Cvar_RegisterVariable(&gl_nosubimagefragments);
-       // check if it's the glquake minigl driver
-       if (strnicmp(gl_vendor,"3Dfx",4)==0)
-       if (!gl_arrays)
+       for (lnum = 0; lnum < r_numdlights; lnum++)
        {
-               Cvar_SetValue("gl_nosubimagefragments", 1);
-               Cvar_SetValue("gl_lightmode", 0);
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
+
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
+
+               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;
+
+               // reduce calculations
+               for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                       sdtable[s] = i * i + dist2;
+
+               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];
+               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               bl = intblocklights;
+
+               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)
+                       {
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
+                               {
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               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;
+                                                       lit = true;
+                                               }
+                                       }
+                                       bl += 3;
+                               }
+                       }
+                       else // skip line
+                               bl += smax3;
+               }
        }
+       return lit;
 }
 
-int dlightdivtable[8192];
-int dlightdivtableinitialized = 0;
-
-/*
-===============
-R_AddDynamicLights
-===============
-*/
-void R_AddDynamicLights (msurface_t *surf)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
-       int                     sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, j;
-       unsigned        *bl;
-       float           dist, f;
-       vec3_t          impact, local;
-       // use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64         k; // MSVC
-#else
-       long long       k; // GCC
-#endif
+       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;
 
-       if (!dlightdivtableinitialized)
-       {
-               dlightdivtable[0] = 1048576 >> 7;
-               for (s = 1;s < 8192;s++)
-                       dlightdivtable[s] = 1048576 / (s << 7);
-               dlightdivtableinitialized = 1;
-       }
+       lit = false;
 
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
-       for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
+       for (lnum = 0; lnum < r_numdlights; lnum++)
        {
-               if ( !(surf->dlightbits[lnum >> 5] & (1<<(lnum&31)) ) )
-                       continue;               // not lit by this light
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
 
-               VectorSubtract(cl_dlights[lnum].origin, currententity->origin, local);
+               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-               for (i=0 ; i<3 ; i++)
-                       impact[i] = cl_dlights[lnum].origin[i] - surf->plane->normal[i]*dist;
 
-               f = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               i = f;
+               // for comparisons to minimum acceptable light
+               // compensate for LIGHTOFFSET
+               maxdist = (int) r_dlight[lnum].cullradius2 + LIGHTOFFSET;
 
-               // reduce calculations
-               t = dist*dist;
-               for (s = 0;s < smax;s++, i -= 16)
-                       sdtable[s] = i*i + t;
-
-               f = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-               i = f;
-
-               maxdist = (int) (cl_dlights[lnum].radius*cl_dlights[lnum].radius); // for comparisons to minimum acceptable light
-               // clamp radius to avoid exceeding 8192 entry division table
-               if (maxdist > 1048576)
-                       maxdist = 1048576;
-               maxdist3 = maxdist - (int) (dist*dist);
-               // convert to 8.8 blocklights format
-               if (!cl_dlights[lnum].dark)
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
                {
-                       f = cl_dlights[lnum].color[0] * maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * maxdist;blue = f;
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
                }
-               else // negate for darklight
+               else
                {
-                       f = cl_dlights[lnum].color[0] * -maxdist;red = f;
-                       f = cl_dlights[lnum].color[1] * -maxdist;green = f;
-                       f = cl_dlights[lnum].color[2] * -maxdist;blue = f;
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
                }
-               bl = blocklights;
-               for (t = 0;t < tmax;t++,i -= 16)
+
+               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];
+
+               td = bound(0, impacts, smax * 16) - impacts;
+               td1 = bound(0, impactt, tmax * 16) - impactt;
+               td = td * td + td1 * td1 + dist2;
+               if (td > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+                       sdtable[s] = td1 * td1 + dist2;
+
+               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];
+               subtract = r_dlight[lnum].subtract * 32768.0f;
+               bl = floatblocklights;
+
+               td1 = impactt;
+               for (t = 0;t < tmax;t++, td1 -= 16.0f)
                {
-                       td = i*i;
-                       if (td < maxdist3) // make sure some part of it is visible on this line
+                       td = td1 * td1;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
                        {
                                maxdist2 = maxdist - td;
                                for (s = 0;s < smax;s++)
                                {
                                        if (sdtable[s] < maxdist2)
                                        {
-                                               j = dlightdivtable[(sdtable[s]+td) >> 7];
-                                               k = (red   * j) >> 8;bl[0] += k;
-                                               k = (green * j) >> 8;bl[1] += k;
-                                               k = (blue  * j) >> 8;bl[2] += k;
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
+                                               bl[0] += red   * k;
+                                               bl[1] += green * k;
+                                               bl[2] += blue  * k;
+                                               lit = true;
                                        }
                                        bl += 3;
                                }
                        }
-                       else
-                               bl+=smax*3; // skip line
+                       else // skip line
+                               bl += smax3;
                }
        }
+       return lit;
 }
 
-extern qboolean lighthalf;
 /*
 ===============
 R_BuildLightMap
@@ -172,1415 +244,1696 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
 {
-       int                     smax, tmax;
-       int                     t;
-       int                     i, j, size;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
-
-       surf->cached_dlight = (surf->dlightframe == r_framecount);
-       surf->cached_lighthalf = lighthalf;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       lightmap = surf->samples;
-
-// set to full bright if no light data
-       if (currententity->effects & EF_FULLBRIGHT || !cl.worldmodel->lightdata)
+       if (!r_floatbuildlightmap.integer)
        {
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
+               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               unsigned int *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // 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;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = intblocklights;
+               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->lightdata)
                {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
                }
-       }
-       else
-       {
-// clear to no light
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
+               else
                {
-                       *bl++ = 0;
-                       *bl++ = 0;
-                       *bl++ = 0;
-               }
+       // clear to no light
+                       j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
+                       if (j)
+                       {
+                               for (i = 0;i < size3;i++)
+                                       *bl++ = j;
+                       }
+                       else
+                               memset(bl, 0, size*3*sizeof(unsigned int));
 
-// add all the lightmaps
-               if (lightmap)
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
                        {
-                               scale = d_lightstylevalue[surf->styles[maps]];
-                               surf->cached_light[maps] = scale;       // 8.8 fraction
-                               bl = blocklights;
-                               for (i=0 ; i<size ; i++)
-                               {
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                                       *bl++ += *lightmap++ * scale;
-                               }
+                               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 dynamic lights
-               if (surf->dlightframe == r_framecount)
-                       R_AddDynamicLights (surf);
-       }
-       stride -= (smax*lightmapbytes);
-       bl = blocklights;
-       if (lighthalf)
-       {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
+       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = intblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
+                       }
+               }
+
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               shift = 7 + lightscalebit + 8;
+               if (ent->model->lightmaprgba)
                {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j=0 ; j<smax ; j++)
+                               for (j = 0;j < smax;j++)
                                {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       *out++ = 255;
                                }
                        }
                }
                else
                {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j=0 ; j<smax ; j++)
+                               for (j = 0;j < smax;j++)
                                {
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 8;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
                                }
                        }
                }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
        else
        {
-               if (lightmaprgba)
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               float *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // 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;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = floatblocklights;
+               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
+
+               // clear to no light
+               if (j)
+               {
+                       for (i = 0;i < size3;i++)
+                               *bl++ = j;
+               }
+               else
+                       memset(bl, 0, size*3*sizeof(float));
+
+               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               {
+                       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
+               if (lightmap)
+               {
+                       bl = floatblocklights;
+                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+               }
+
+               stain = surf->stainsamples;
+               bl = floatblocklights;
+               out = templight;
+               // deal with lightmap brightness scale
+               scale = 1.0f / (1 << (7 + lightscalebit + 8));
+               if (ent->model->lightmaprgba)
                {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j=0 ; j<smax ; j++)
+                               for (j = 0;j < smax;j++)
                                {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       *dest++ = 255;
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       *out++ = 255;
                                }
                        }
                }
                else
                {
-                       for (i=0 ; i<tmax ; i++, dest += stride)
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
                        {
-                               for (j=0 ; j<smax ; j++)
+                               for (j = 0;j < smax;j++)
                                {
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
-                                       t = *bl++ >> 7;if (t > 255) t = 255;else if (t < 0) t = 0;*dest++ = t;
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
                                }
                        }
                }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
 }
 
-byte templight[32*32*4];
-
-void R_UpdateLightmap(msurface_t *s, int lnum)
+void R_StainNode (mnode_t *node, model_t *model, vec3_t origin, float radius, int icolor[8])
 {
-       int smax, tmax;
-       // upload the new lightmap texture fragment
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
-       if (nosubimagefragments)
+       float ndist;
+       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;
+       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 256 offset
+       maxdist = radius * radius + 256.0f;
+
+       // clamp radius to avoid exceeding 32768 entry division table
+       if (maxdist > 4194304)
+               maxdist = 4194304;
+
+       subtract = (int) ((1.0f / maxdist) * 4194304.0f);
+
+loc0:
+       if (node->contents < 0)
+               return;
+       ndist = PlaneDiff(origin, node->plane);
+       if (ndist > radius)
+       {
+               node = node->children[0];
+               goto loc0;
+       }
+       if (ndist < -radius)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
+
+       dist2 = ndist * ndist + 256.0f;
+       if (dist2 < maxdist)
        {
-               smax = (s->extents[0]>>4)+1;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
+               maxdist3 = maxdist - dist2;
+
+               if (node->plane->type < 3)
                {
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, s->light_t, BLOCK_WIDTH, tmax, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[s->lightmaptexturenum] + s->light_t * (BLOCK_WIDTH * 4));
+                       VectorCopy(origin, impact);
+                       impact[node->plane->type] -= ndist;
                }
                else
                {
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, s->light_t, BLOCK_WIDTH, tmax, GL_RGB , GL_UNSIGNED_BYTE, lightmaps[s->lightmaptexturenum] + s->light_t * (BLOCK_WIDTH * 3));
+                       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++)
+               {
+                       if (surf->stainsamples)
+                       {
+                               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];
+
+                               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;
+
+                               // convert to 8.8 blocklights format
+                               bl = surf->stainsamples;
+                               smax3 = smax * 3;
+                               stained = false;
+
+                               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)
+                                       {
+                                               maxdist2 = maxdist - td;
+                                               for (s = 0;s < smax;s++)
+                                               {
+                                                       if (sdtable[s] < maxdist2)
+                                                       {
+                                                               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;
+                                                                       }
+                                                               }
+                                                       }
+                                                       bl += 3;
+                                               }
+                                       }
+                                       else // skip line
+                                               bl += smax3;
+                               }
+                               // force lightmap upload
+                               if (stained)
+                                       surf->cached_dlight = true;
+                       }
                }
        }
-       else
+
+       if (node->children[0]->contents >= 0)
        {
-               smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
+               if (node->children[1]->contents >= 0)
                {
-                       R_BuildLightMap (s, templight, smax * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+                       R_StainNode(node->children[0], model, origin, radius, icolor);
+                       node = node->children[1];
+                       goto loc0;
                }
                else
                {
-                       R_BuildLightMap (s, templight, smax * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+                       node = node->children[0];
+                       goto loc0;
+               }
+       }
+       else if (node->children[1]->contents >= 0)
+       {
+               node = node->children[1];
+               goto 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)
+{
+       int n, icolor[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;
+       if (model)
+               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, icolor);
+
+       // look for embedded bmodels
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       {
+               ent = cl_brushmodel_entities[n];
+               model = ent->model;
+               if (model && model->name[0] == '*')
+               {
+                       Mod_CheckLoaded(model);
+                       if (model->type == mod_brush)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, org, radius, icolor);
+                       }
                }
        }
 }
 
 
 /*
-===============
-R_TextureAnimation
+=============================================================
 
-Returns the proper texture for a given time and base texture
-===============
+       BRUSH MODELS
+
+=============================================================
 */
-texture_t *R_TextureAnimation (texture_t *base)
-{
-       texture_t *original;
-       int             relative;
-       int             count;
 
-       if (currententity->frame)
+static void RSurf_AddLightmapToVertexColors(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+{
+       int i;
+       float scale;
+       const qbyte *lm;
+       if (styles[0] != 255)
        {
-               if (base->alternate_anims)
-                       base = base->alternate_anims;
+               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);
+                                       }
+                               }
+                       }
+               }
        }
-       
-       if (!base->anim_total)
-               return base;
-
-       original = base;
+}
 
-       relative = (int)(cl.time*10) % base->anim_total;
+static void RSurf_FogColors(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+{
+       int i;
+       float diff[3], f;
+       if (fogenabled)
+       {
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, modelorg, diff);
+                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                       VectorScale(c, f, c);
+               }
+       }
+       else if (colorscale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, colorscale, c);
+}
 
-       count = 0;      
-       while (base->anim_min > relative || base->anim_max <= relative)
+static void RSurf_FoggedColors(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)
        {
-               base = base->anim_next;
-               if (!base)
+               for (i = 0;i < numverts;i++, v += 4, c += 4)
                {
-                       Con_Printf("R_TextureAnimation: broken cycle");
-                       return original;
+                       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;
                }
-               if (++count > 100)
+       }
+       else
+       {
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       Con_Printf("R_TextureAnimation: infinite cycle");
-                       return original;
+                       c[0] = r;
+                       c[1] = g;
+                       c[2] = b;
+                       c[3] = a;
                }
        }
-
-       return base;
 }
 
+static void RSurf_FogPassColors(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+{
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       for (i = 0;i < numverts;i++, v += 4, c += 4)
+       {
+               VectorSubtract(v, modelorg, diff);
+               f = exp(fogdensity/DotProduct(diff, diff));
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = a * f;
+       }
+}
 
-/*
-=============================================================
+static void RSurf_ScaleColors(float *c, float scale, int numverts)
+{
+       int i;
+       if (scale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, scale, c);
+}
 
-       BRUSH MODELS
+static int RSurf_LightSeparate(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color)
+{
+       float f;
+       const float *v;
+       float *c;
+       int i, l, lit = false;
+       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];
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 4, c += 4)
+                       {
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < rd->cullradius2)
+                               {
+                                       f = (1.0f / f) - rd->subtract;
+                                       VectorMA(c, f, rd->light, c);
+                                       lit = true;
+                               }
+                       }
+               }
+       }
+       return lit;
+}
 
-=============================================================
-*/
+// note: this untransforms lights to do the checking,
+// and takes surf->mesh->verts data
+static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
+{
+       int i, l;
+       const rdlight_t *rd;
+       vec3_t lightorigin;
+       const float *v;
+       for (l = 0;l < r_numdlights;l++)
+       {
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               {
+                       rd = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, rd->origin, lightorigin);
+                       for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+                               if (VectorDistance2(v, lightorigin) < rd->cullradius2)
+                                       return true;
+               }
+       }
+       return false;
+}
 
+static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
 
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
+       // LordHavoc: HalfLife maps have freaky skypolys...
+       if (ent->model->ishlbsp)
+               return;
 
-qboolean mtexenabled = false;
+       if (skyrendernow)
+       {
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
+       }
 
-extern char skyname[];
+       // draw depth-only polys
+       memset(&m, 0, sizeof(m));
+       if (skyrendermasked)
+       {
+               m.blendfunc1 = GL_ZERO;
+               m.blendfunc2 = GL_ONE;
+       }
+       else
+       {
+               // fog sky
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.depthwrite = true;
+       m.matrix = ent->matrix;
+       for (surf = firstsurf;surf;surf = surf->chain)
+       {
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m, false))
+                       {
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                               if (skyrendermasked)
+                                       memset(m.color, 0, m.numverts * sizeof(float[4]));
+                               else
+                                       R_FillColors(m.color, m.numverts, fogcolor[0] * m.colorscale, fogcolor[1] * m.colorscale, fogcolor[2] * m.colorscale, 1);
+                               R_Mesh_Render();
+                       }
+               }
+       }
+}
 
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-//extern cvar_t r_dynamicwater;
-extern int r_dlightframecount;
-float  turbsin[256] =
+static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       float f;
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float alpha = ent->alpha * (surf->flags & SURF_DRAWNOALPHA ? 1 : r_wateralpha.value);
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
+       memset(&m, 0, sizeof(m));
+       if (ent->effects & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, true))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
+                       R_FillColors(m.color, m.numverts, f, f, f, alpha);
+                       if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
+                       {
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (surf->flags & SURF_LIGHTMAP)
+                                       RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+                       }
+                       RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
+               }
+       }
 
+       if (fogenabled)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+               m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+               m.matrix = ent->matrix;
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m, false))
+                       {
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                               if (m.tex[0])
+                                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                               RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], alpha, m.colorscale, m.numverts, modelorg);
+                               R_Mesh_Render();
+                       }
+               }
+       }
+}
 
-/*
-================
-DrawTextureChains
-================
-*/
-extern qboolean hlbsp;
-void DrawTextureChains (void)
+static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
 {
-       int             i, j, maps;
-       msurface_t      *s;
-       texture_t       *t;
-       glpoly_t        *p;
-       float           *v;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
-       for (j = 0;j < cl.worldmodel->numtextures;j++)
+       const msurface_t *surf;
+       vec3_t center;
+       for (surf = firstsurf;surf;surf = surf->chain)
        {
-               if (!cl.worldmodel->textures[j] || !(s = cl.worldmodel->textures[j]->texturechain))
-                       continue;
-               cl.worldmodel->textures[j]->texturechain = NULL;
-               t = R_TextureAnimation (cl.worldmodel->textures[j]);
-               // LordHavoc: decide the render type only once, because the surface properties were determined by texture anyway
-               // subdivided water surface warp
-               if (s->flags & SURF_DRAWTURB)
+               if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
                {
-                       int light, alpha, r, g, b;
-                       vec3_t nv, shadecolor;
-                       alpha = s->flags & SURF_DRAWNOALPHA ? 255 : r_wateralpha.value*255.0f;
-                       light = false;
-                       if (s->flags & SURF_DRAWFULLBRIGHT)
-                               r = g = b = lighthalf ? 128 : 255;
-                       else if (s->dlightframe == r_dlightframecount/* && r_dynamicwater.value*/)
-                               light = true;
-                       else
-                               r = g = b = lighthalf ? 64 : 128;
-                       if (r_waterripple.value)
-                       {
-                               if (lighthalf)
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       nv[0] = v[0];
-                                                                       nv[1] = v[1];
-                                                                       nv[2] = v[2] + r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                                                       transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               if (lighthalf)
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), (int) shadecolor[0] >> 1,(int) shadecolor[1] >> 1,(int) shadecolor[2] >> 1,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (light)
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                                       R_DynamicLightPoint(shadecolor, v, s->dlightbits);
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), shadecolor[0],shadecolor[1],shadecolor[2],alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (;s;s = s->texturechain)
-                                               {
-                                                       for (p=s->polys ; p ; p=p->next)
-                                                       {
-                                                               // FIXME: could be a transparent water texture
-                                                               transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, TPOLYTYPE_ALPHA);
-                                                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                               {
-                                                                       transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                                               }
-                                                               transpolyend();
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
                }
-               else if (s->flags & SURF_DRAWSKY)
+               else
+                       R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
+       }
+}
+
+static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
+{
+       float base;
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       if (ent->effects & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, true))
                {
-                       skyisvisible = true;
-                       if (!hlbsp) // LordHavoc: HalfLife maps have freaky skypolys...
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       R_FillColors(m.color, m.numverts, base, base, base, ent->alpha);
+                       if (!(ent->effects & EF_FULLBRIGHT))
                        {
-                               for (;s;s = s->texturechain)
-                               {
-                                       for (p=s->polys ; p ; p=p->next)
-                                       {
-                                               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
-                                               {
-                                                       skypoly[currentskypoly].firstvert = currentskyvert;
-                                                       skypoly[currentskypoly++].verts = p->numverts;
-                                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                                       {
-                                                               skyvert[currentskyvert].v[0] = v[0];
-                                                               skyvert[currentskyvert].v[1] = v[1];
-                                                               skyvert[currentskyvert++].v[2] = v[2];
-                                                       }
-                                               }
-                                       }
-                               }
+                               if (surf->dlightframe == r_framecount)
+                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+                               if (surf->flags & SURF_LIGHTMAP)
+                                       RSurf_AddLightmapToVertexColors(mesh->lightmapoffsets, m.color, m.numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
                        }
+                       RSurf_FogColors(m.vertex, m.color, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
                }
-               else // normal wall
+       }
+}
+
+static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       if (ent->effects & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (surf->currenttexture->fogtexture != NULL || ent->alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       c_brush_polys++;
-                       for (;s;s = s->texturechain)
-                       {
-                               if (currentwallpoly < MAX_WALLPOLYS && currentwallvert < MAX_WALLVERTS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
-                               {
-                                       // check for lightmap modification
-//                                     if (r_dynamic.value)
-//                                     {
-                                               if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                               else
-                                                       for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                               if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                               {
-                                                                       R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                                       break;
-                                                               }
-//                                     }
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0,v = s->polys->verts[0];i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               wallvert[currentwallvert].vert[0] = v[0];
-                                               wallvert[currentwallvert].vert[1] = v[1];
-                                               wallvert[currentwallvert].vert[2] = v[2];
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
-                                       }
-                               }
-                       }
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
                }
        }
 }
 
-// LordHavoc: transparent brush models
-extern int r_dlightframecount;
-extern float modelalpha;
-extern vec3_t shadecolor;
-//qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-void EmitWaterPolys (msurface_t *fa);
-void R_MarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, mnode_t *node);
+static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       RSurf_FoggedColors(m.vertex, m.color, 1, 1, 1, ent->alpha, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
+               }
+       }
+}
 
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
 {
-       int                     i, j, k, smax, tmax, size3, maps;
-       vec3_t          mins, maxs, nv;
-       msurface_t      *s;
-       mplane_t        *pplane;
-       model_t         *clmodel;
-       qboolean        rotated, vertexlit = false;
-       float           dot, *v, scale;
-       texture_t       *t;
-       byte            *lm;
-       float           os = turbsin[(int)(realtime * TURBSCALE) & 255], ot = turbsin[(int)(realtime * TURBSCALE + 96.0) & 255];
-
-       currententity = e;
-
-       clmodel = e->model;
-
-       if (e->angles[0] || e->angles[1] || e->angles[2])
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.matrix = ent->matrix;
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               rotated = true;
-               for (i=0 ; i<3 ; i++)
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       mins[i] = e->origin[i] - clmodel->radius;
-                       maxs[i] = e->origin[i] + clmodel->radius;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       if (m.tex[0])
+                               memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
                }
        }
-       else
+}
+
+static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       static rmeshbufferinfo_t m;
+       float cl;
+       //memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.texrgbscale[0] = 1.0f;
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       m.texrgbscale[1] = 4.0f;
+       m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
+       m.texrgbscale[2] = 2.0f;
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               rotated = false;
-               VectorAdd (e->origin, clmodel->mins, mins);
-               VectorAdd (e->origin, clmodel->maxs, maxs);
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       memcpy(m.texcoords[1], mesh->uv, m.numverts * sizeof(float[2]));
+                       memcpy(m.texcoords[2], mesh->ab, m.numverts * sizeof(float[2]));
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       R_Mesh_Render();
+               }
        }
+}
 
-       if (R_CullBox (mins, maxs))
-               return;
+static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float cl;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.tex[1] = R_GetTexture(surf->lightmaptexture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, true))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       memcpy(m.texcoords[1], mesh->uv, m.numverts * sizeof(float[2]));
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       R_Mesh_Render();
+               }
+       }
+}
 
-       VectorSubtract (r_refdef.vieworg, e->origin, modelorg);
-       if (rotated)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float cl;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ONE;
+       m.blendfunc2 = GL_ZERO;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-               vec3_t  temp;
-               vec3_t  forward, right, up;
-
-               VectorCopy (modelorg, temp);
-               AngleVectors (e->angles, forward, right, up);
-               modelorg[0] = DotProduct (temp, forward);
-               modelorg[1] = -DotProduct (temp, right);
-               modelorg[2] = DotProduct (temp, up);
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       cl = m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       R_Mesh_Render();
+               }
        }
+}
 
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float cl;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_ZERO;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.tex[0] = R_GetTexture(surf->lightmaptexture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, true))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->uv, m.numverts * sizeof(float[2]));
+                       cl = (float) (1 << lightscalebit) * m.colorscale;
+                       R_FillColors(m.color, m.numverts, cl, cl, cl, 1);
+                       R_Mesh_Render();
+               }
+       }
+}
+
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
 
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       if (modelalpha == 1 && clmodel->firstmodelsurface != 0 && !(currententity->effects & EF_FULLBRIGHT) && currententity->colormod[0] == 1 && currententity->colormod[2] == 1 && currententity->colormod[2] == 1)
+       if (surf->dlightframe != r_framecount)
+               return;
+       if (ent->effects & EF_FULLBRIGHT)
+               return;
+
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-//             if (!gl_flashblend.value)
-//             {
-                       vec3_t org;
-                       for (k=0 ; k<MAX_DLIGHTS ; k++)
+               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+               {
+                       m.numtriangles = mesh->numtriangles;
+                       m.numverts = mesh->numverts;
+                       if (R_Mesh_Draw_GetBuffer(&m, true))
                        {
-                               if ((cl_dlights[k].die < cl.time) || (!cl_dlights[k].radius))
-                                       continue;
-
-                               VectorSubtract(cl_dlights[k].origin, currententity->origin, org);
-                               R_MarkLights (org, &cl_dlights[k], 1<<(k&31), k >> 5, clmodel->nodes + clmodel->hulls[0].firstclipnode);
+                               memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                               memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                               memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                               R_FillColors(m.color, m.numverts, 0, 0, 0, 1);
+                               RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, m.numverts, m.vertex, m.color);
+                               RSurf_ScaleColors(m.color, m.colorscale, m.numverts);
+                               R_Mesh_Render();
                        }
-//             }
+               }
        }
-       else
-               vertexlit = true;
-
-e->angles[0] = -e->angles[0];  // stupid quake bug
-       softwaretransformforentity (e);
-e->angles[0] = -e->angles[0];  // stupid quake bug
+}
 
-       // draw texture
-       for (j = 0;j < clmodel->nummodelsurfaces;j++, s++)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       float modelorg[3];
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
-       // find which side of the node we are on
-               pplane = s->plane;
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       if (m.tex[0])
+                               memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       RSurf_FogPassColors(m.vertex, m.color, fogcolor[0], fogcolor[1], fogcolor[2], 1, m.colorscale, m.numverts, modelorg);
+                       R_Mesh_Render();
+               }
+       }
+}
 
-               dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_DST_COLOR;
+       m.blendfunc2 = GL_SRC_COLOR;
+       m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
+               {
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->ab, m.numverts * sizeof(float[2]));
+                       R_FillColors(m.color, m.numverts, 1, 1, 1, 1);
+                       R_Mesh_Render();
+               }
+       }
+}
 
-       // draw the polygon
-               if (((s->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
-                       (!(s->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+{
+       const surfmesh_t *mesh;
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE;
+       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
+       m.matrix = ent->matrix;
+       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       {
+               m.numtriangles = mesh->numtriangles;
+               m.numverts = mesh->numverts;
+               if (R_Mesh_Draw_GetBuffer(&m, false))
                {
-                       if (s->flags & SURF_DRAWSKY)
-                               continue;
-                       if (s->flags & SURF_DRAWTURB)
-                       {
-                               glpoly_t        *p;
-                               int                     light, alpha, r, g, b;
-                               vec3_t          shadecolor;
+                       memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+                       memcpy(m.vertex, mesh->verts, m.numverts * sizeof(float[4]));
+                       memcpy(m.texcoords[0], mesh->st, m.numverts * sizeof(float[2]));
+                       R_FillColors(m.color, m.numverts, m.colorscale, m.colorscale, m.colorscale, 1);
+                       R_Mesh_Render();
+               }
+       }
+}
 
-                               if (s->flags & SURF_DRAWNOALPHA)
-                                       alpha = modelalpha*255.0f;
-                               else
-                                       alpha = r_wateralpha.value*modelalpha*255.0f;
-                               light = false;
-                               if (s->flags & SURF_DRAWFULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 255.0f * currententity->colormod[0];
-                                               g = 255.0f * currententity->colormod[1];
-                                               b = 255.0f * currententity->colormod[2];
-                                       }
-                               }
-                               else if (s->dlightframe == r_dlightframecount/* && r_dynamicwater.value*/)
-                                       light = true;
-                               else
-                               {
-                                       if (lighthalf)
-                                       {
-                                               r = 64.0f * currententity->colormod[0];
-                                               g = 64.0f * currententity->colormod[1];
-                                               b = 64.0f * currententity->colormod[2];
-                                       }
-                                       else
-                                       {
-                                               r = 128.0f * currententity->colormod[0];
-                                               g = 128.0f * currententity->colormod[1];
-                                               b = 128.0f * currententity->colormod[2];
-                                       }
-                               }
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       // FIXME: could be a transparent water texture
-                                       transpolybegin(s->texinfo->texture->gl_texturenum, s->texinfo->texture->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               if (r_waterripple.value)
-                                                       nv[2] += r_waterripple.value * turbsin[(int)((v[3]*0.125f+realtime) * TURBSCALE) & 255] * turbsin[(int)((v[4]*0.125f+realtime) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                                               if (light)
-                                               {
-                                                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-                                                       R_DynamicLightPoint(shadecolor, nv, s->dlightbits);
-                                                       if (lighthalf)
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0])) >> 1;
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1])) >> 1;
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2])) >> 1;
-                                                       }
-                                                       else
-                                                       {
-                                                               r = (int) ((float) (shadecolor[0] * currententity->colormod[0]));
-                                                               g = (int) ((float) (shadecolor[1] * currententity->colormod[1]));
-                                                               b = (int) ((float) (shadecolor[2] * currententity->colormod[2]));
-                                                       }
-                                               }
-                                               transpolyvert(nv[0], nv[1], nv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), r,g,b,alpha);
-                                       }
-                                       transpolyend();
-                               }
-                               continue;
-                       }
-                       c_brush_polys++;
-                       t = R_TextureAnimation (s->texinfo->texture);
-                       v = s->polys->verts[0];
-                       if (vertexlit || s->texinfo->texture->transparent)
+static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+       if (surf->currenttexture->glowtexture)
+               RSurfShader_Wall_Pass_Glow(ent, surf);
+       if (fogenabled)
+               RSurfShader_Wall_Pass_Fog(ent, surf);
+}
+
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       vec3_t center;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
+               }
+       }
+       else
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       if (surf->currenttexture->fogtexture != NULL)
                        {
-                               // FIXME: could be a transparent water texture
-                               transpolybegin(t->gl_texturenum, t->gl_glowtexturenum, 0, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                               if ((currententity->effects & EF_FULLBRIGHT) || !s->samples)
-                               {
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, nv);
-                                               transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], 255,255,255,modelalpha*255.0f);
-                                       }
-                               }
-                               else
-                               {
-                                       smax = (s->extents[0]>>4)+1;
-                                       tmax = (s->extents[1]>>4)+1;
-                                       size3 = smax*tmax*3; // *3 for colored lighting
-                                       for (i = 0;i < s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               shadecolor[0] = shadecolor[1] = shadecolor[2] = 0;
-                                               lm = (byte *)((long) s->samples + ((int) v[8] * smax + (int) v[7]) * 3); // LordHavoc: *3 for colored lighting
-                                               for (maps = 0;maps < MAXLIGHTMAPS && s->styles[maps] != 255;maps++)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[maps]] * (1.0 / 128.0);
-                                                       shadecolor[0] += lm[0] * scale;
-                                                       shadecolor[1] += lm[1] * scale;
-                                                       shadecolor[2] += lm[2] * scale;
-                                                       lm += size3; // LordHavoc: *3 for colored lighting
-                                               }
-                                               softwaretransform(v, nv);
-                                               R_DynamicLightPointNoMask(shadecolor, nv); // LordHavoc: dynamic lighting
-                                               if (lighthalf)
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], (int) shadecolor[0] >> 1, (int) shadecolor[1] >> 1, (int) shadecolor[2] >> 1, modelalpha*255.0f);
-                                               }
-                                               else
-                                               {
-                                                       transpolyvert(nv[0], nv[1], nv[2], v[3], v[4], shadecolor[0], shadecolor[1], shadecolor[2], modelalpha*255.0f);
-                                               }
-                                       }
-                               }
-                               transpolyend();
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
                        }
                        else
-                       {
-                               // check for lightmap modification
-//                             if (r_dynamic.value)
-//                             {
-                                       if (s->dlightframe == r_framecount || s->cached_dlight || lighthalf != s->cached_lighthalf) // dynamic this frame or previously, or lighthalf changed
-                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                       else
-                                               for (maps = 0 ; maps < MAXLIGHTMAPS && s->styles[maps] != 255 ; maps++)
-                                                       if (d_lightstylevalue[s->styles[maps]] != s->cached_light[maps])
-                                                       {
-                                                               R_UpdateLightmap(s, s->lightmaptexturenum);
-                                                               break;
-                                                       }
-//                             }
-                               if (currentwallpoly < MAX_WALLPOLYS && (currentwallvert + s->polys->numverts) <= MAX_WALLVERTS)
-                               {
-                                       wallpoly[currentwallpoly].texnum = (unsigned short) t->gl_texturenum;
-                                       wallpoly[currentwallpoly].lighttexnum = (unsigned short) lightmap_textures + s->lightmaptexturenum;
-                                       wallpoly[currentwallpoly].glowtexnum = (unsigned short) t->gl_glowtexturenum;
-                                       wallpoly[currentwallpoly].firstvert = currentwallvert;
-                                       wallpoly[currentwallpoly++].verts = s->polys->numverts;
-                                       for (i = 0;i<s->polys->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, wallvert[currentwallvert].vert);
-                                               wallvert[currentwallvert].s = v[3];
-                                               wallvert[currentwallvert].t = v[4];
-                                               wallvert[currentwallvert].u = v[5];
-                                               wallvert[currentwallvert++].v = v[6];
-                                       }
-                               }
-                       }
+                               RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
                }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
        }
 }
 
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
-*/
-
-void R_StoreEfrags (efrag_t **ppefrag);
-
-/*
-================
-R_RecursiveWorldNode
-================
-*/
-//extern qboolean R_CullBox (vec3_t mins, vec3_t maxs);
-/*
-void R_RecursiveWorldNode (mnode_t *node)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
-       int                     c, side;
-       double          dot;
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->surfaces + calldata2;
+       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+       if (surf->currenttexture->glowtexture)
+               RSurfShader_Wall_Pass_Glow(ent, surf);
+       if (fogenabled)
+               RSurfShader_Wall_Pass_Fog(ent, surf);
+}
 
-loc0:
-// if a leaf node, draw stuff
-       if (node->contents < 0)
+static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       vec3_t center;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
        {
-               mleaf_t         *pleaf;
-               pleaf = (mleaf_t *)node;
-
-               if (c = pleaf->nummarksurfaces)
+               for (surf = firstsurf;surf;surf = surf->chain)
                {
-                       msurface_t      **mark;
-                       mark = pleaf->firstmarksurface;
-                       do
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+               }
+       }
+       else
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       if (surf->currenttexture->fogtexture != NULL)
                        {
-                               (*mark)->visframe = r_framecount;
-                               mark++;
-                       } while (--c);
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                       }
+                       else
+                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
                }
-
-       // deal with model fragments in this leaf
-               if (pleaf->efrags)
-                       R_StoreEfrags (&pleaf->efrags);
-
-               return;
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
        }
+}
 
-// node is just a decision point, so go down the apropriate sides
-
-// find which side of the node we are on
-       dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
-// recurse down the children, front side first
-       side = dot < 0;
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-               R_RecursiveWorldNode (node->children[side]);
-
-       // backside
-       side = dot >= 0;
-// draw stuff
-       if (c = node->numsurfaces)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
+{
+       const msurface_t *surf;
+       vec3_t center;
+       if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
        {
-               msurface_t      *surf;
-               surf = cl.worldmodel->surfaces + node->firstsurface;
-
-               // LordHavoc: caused a crash due to texsort (it could render twice...)
-               // back side
-               //side = dot >= -BACKFACE_EPSILON;
-               if (dot < 0)
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+               }
+       }
+       else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
+       {
+               for (surf = firstsurf;surf;surf = surf->chain)
+               {
+                       if (surf->currenttexture->fogtexture != NULL)
+                       {
+                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                       }
+                       else
+                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+               }
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+       }
+       else
+       {
+               if (r_textureunits.integer >= 2)
                {
-                       for (;c;c--, surf++)
+                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
                        {
-                               if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                               for (surf = firstsurf;surf;surf = surf->chain)
                                {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
+                                       if (surf->currenttexture->fogtexture != NULL)
+                                       {
+                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                                       }
+                                       else
+                                               RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
                                }
                        }
+                       else
+                       {
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                               {
+                                       if (surf->currenttexture->fogtexture != NULL)
+                                       {
+                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
+                                       }
+                                       else
+                                               RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
+                               }
+                               if (r_detailtextures.integer)
+                                       for (surf = firstsurf;surf;surf = surf->chain)
+                                               if (surf->currenttexture->fogtexture == NULL)
+                                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+                       }
                }
                else
                {
-                       for (;c;c--, surf++)
+                       for (surf = firstsurf;surf;surf = surf->chain)
                        {
-                               if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
+                               if (surf->currenttexture->fogtexture != NULL)
                                {
-                                       surf->texturechain = surf->texinfo->texture->texturechain;
-                                       surf->texinfo->texture->texturechain = surf;
+                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
                                }
+                               else
+                                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
                        }
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
+                       if (r_detailtextures.integer)
+                               for (surf = firstsurf;surf;surf = surf->chain)
+                                       if (surf->currenttexture->fogtexture == NULL)
+                                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
                }
+               if (!r_dlightmap.integer)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->dlightframe == r_framecount)
+                                       if (surf->currenttexture->fogtexture == NULL)
+                                               RSurfShader_OpaqueWall_Pass_Light(ent, surf);
+               for (surf = firstsurf;surf;surf = surf->chain)
+                       if (surf->currenttexture->glowtexture)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
+               if (fogenabled)
+                       for (surf = firstsurf;surf;surf = surf->chain)
+                               if (surf->currenttexture->fogtexture == NULL)
+                                       RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
        }
-
-// recurse down the back side
-       // LordHavoc: save a stack frame by avoiding a call
-//     if (node->children[side]->contents != CONTENTS_SOLID && node->children[side]->visframe == r_visframecount && !R_CullBox (node->children[side]->minmaxs, node->children[side]->minmaxs+3))
-       // LordHavoc: inlined further to reduce conditions
-       if (node->children[side]->contents != CONTENTS_SOLID
-        && node->children[side]->visframe == r_visframecount
-        && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-        && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-        && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-        && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
-       {
-               node = node->children[side];
-               goto loc0;
-       }
-//             R_RecursiveWorldNode (node->children[side]);
 }
-*/
 
-extern int c_nodes;
-void R_WorldNode ()
+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] =
 {
-       int             c, side;
-       double  dot;
-       struct
-       {
-               double dot;
-               mnode_t *node;
-       } nodestack[1024];
-       int             s = 0;
-       mnode_t *node;
+       &Cshader_wall_vertex,
+       &Cshader_wall_lightmap,
+       &Cshader_wall_fullbright,
+       &Cshader_water,
+       &Cshader_sky
+};
 
-       if (!(node = cl.worldmodel->nodes))
+void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
+{
+       int i, alttextures, texframe, framecount;
+       texture_t *t;
+       model_t *model;
+       msurface_t *surf;
+       vec3_t modelorg;
+       Cshader_t *shader;
+
+       if (!ent->model)
                return;
 
-       while(1)
+       for (i = 0;i < Cshader_count;i++)
+               Cshaders[i]->chain = NULL;
+
+       model = ent->model;
+       alttextures = ent->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
+
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       for (i = 0;i < model->nummodelsurfaces;i++)
        {
-       // if a leaf node, draw stuff
-               c_nodes++;
-               if (node->contents < 0)
+               surf = model->modelsortedsurfaces[i];
+               if (surf->visframe == r_framecount)
                {
-                       if (node->contents != CONTENTS_SOLID)
+                       // mark any backface surfaces as not visible
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                               mleaf_t         *pleaf;
-                               pleaf = (mleaf_t *)node;
-
-                               if (c = pleaf->nummarksurfaces)
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surf->visframe = -1;
+                       }
+                       else
+                       {
+                               if (surf->flags & SURF_PLANEBACK)
+                                       surf->visframe = -1;
+                       }
+                       if (surf->visframe == r_framecount)
+                       {
+                               if (r_cullsurface.integer && R_CullBox (surf->poly_mins, surf->poly_maxs))
+                                       surf->visframe = -1;
+                               else
                                {
-                                       msurface_t      **mark;
-                                       mark = pleaf->firstmarksurface;
-                                       do
+                                       c_faces++;
+                                       t = surf->texinfo->texture;
+                                       if (t->animated)
                                        {
-                                               (*mark)->visframe = r_framecount;
-                                               mark++;
-                                       } while (--c);
+                                               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;
                                }
-
-                               // deal with model fragments in this leaf
-                               if (pleaf->efrags)
-                                       R_StoreEfrags (&pleaf->efrags);
                        }
-
-                       if (!s)
-                               break;
-                       node = nodestack[--s].node;
-                       dot = nodestack[s].dot;
-                       goto loc0;
                }
+       }
 
-       // node is just a decision point, so go down the apropriate sides
-
-       // find which side of the node we are on
-               dot = (node->plane->type < 3 ? modelorg[node->plane->type] : DotProduct (modelorg, node->plane->normal)) - node->plane->dist;
-
-       // recurse down the children, front side first
-               side = dot < 0;
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+       if (sky)
+       {
+               for (i = 0;i < Cshader_count;i++)
                {
-                       nodestack[s].node = node;
-                       nodestack[s++].dot = dot;
-                       node = node->children[side];
-                       continue;
+                       shader = Cshaders[i];
+                       if (shader->chain && shader->shaderfunc[SHADERSTAGE_SKY])
+                               shader->shaderfunc[SHADERSTAGE_SKY](ent, shader->chain);
                }
-loc0:
+       }
 
-               // backside
-               side = dot >= 0;
-       // draw stuff
-               if (c = node->numsurfaces)
-               {
-                       msurface_t      *surf;
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
+       if (normal)
+       {
+               if (r_dynamic.integer)
+                       R_MarkLights(ent);
 
-                       if (side)
-                       {
-                               for (;c;c--, surf++)
-                               {
-                                       if (surf->visframe == r_framecount && !(surf->flags & SURF_PLANEBACK))
-                                       {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
-                                       }
-                               }
-                       }
-                       else
+               if (!r_vertexsurfaces.integer)
+               {
+                       for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
                        {
-                               for (;c;c--, surf++)
+                               if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
                                {
-                                       if (surf->visframe == r_framecount && (surf->flags & SURF_PLANEBACK))
+                                       if (surf->cached_dlight
+                                       || surf->cached_ambient != r_ambient.value
+                                       || surf->cached_lightscalebit != lightscalebit)
+                                               R_BuildLightMap(ent, surf, false); // base lighting changed
+                                       else if (r_dynamic.integer)
                                        {
-                                               surf->texturechain = surf->texinfo->texture->texturechain;
-                                               surf->texinfo->texture->texturechain = surf;
+                                               if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
+                                               || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
+                                               || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
+                                               || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
+                                                       R_BuildLightMap(ent, surf, false); // base lighting changed
+                                               else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                                                       R_BuildLightMap(ent, surf, true); // only dlights
                                        }
                                }
                        }
                }
 
-       // recurse down the back side
-               if (node->children[side]->visframe == r_visframecount
-                && frustum[0].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[0]) != 2
-                && frustum[1].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[1]) != 2
-                && frustum[2].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[2]) != 2
-                && frustum[3].BoxOnPlaneSideFunc(node->children[side]->minmaxs, node->children[side]->minmaxs+3, &frustum[3]) != 2)
+               for (i = 0;i < Cshader_count;i++)
                {
-                       node = node->children[side];
-                       continue;
+                       shader = Cshaders[i];
+                       if (shader->chain && shader->shaderfunc[SHADERSTAGE_NORMAL])
+                               shader->shaderfunc[SHADERSTAGE_NORMAL](ent, shader->chain);
                }
-
-               if (!s)
-                       break;
-               node = nodestack[--s].node;
-               dot = nodestack[s].dot;
-               goto loc0;
        }
 }
 
-
 /*
-=============
-R_DrawWorld
-=============
-*/
-extern void R_Sky();
-void R_DrawWorld (void)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
 {
-       entity_t        ent;
-
-       memset (&ent, 0, sizeof(ent));
-       ent.model = cl.worldmodel;
-       ent.colormod[0] = ent.colormod[1] = ent.colormod[2] = 1;
-       modelalpha = ent.alpha = 1;
-       ent.scale = 1;
-
-       VectorCopy (r_refdef.vieworg, modelorg);
-
-       currententity = &ent;
-
-       softwaretransformidentity(); // LordHavoc: clear transform
-       skypolyclear();
-       skyisvisible = false;
-
-       if (cl.worldmodel)
-               R_WorldNode ();
-
-       DrawTextureChains ();
+       int i;
+       float *v;
+       rmeshbufferinfo_t m;
+       const entity_render_t *ent = calldata1;
+       const mportal_t *portal = ent->model->portals + calldata2;
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.numverts = portal->numpoints;
+       m.numtriangles = portal->numpoints - 2;
+       m.matrix = ent->matrix;
+       if (R_Mesh_Draw_GetBuffer(&m, false))
+       {
+               for (i = 0;i < m.numtriangles;i++)
+               {
+                       m.index[i * 3 + 0] = 0;
+                       m.index[i * 3 + 1] = i + 1;
+                       m.index[i * 3 + 2] = i + 2;
+               }
+               i = portal - ent->model->portals;
+               R_FillColors(m.color, m.numverts,
+                       ((i & 0x0007) >> 0) * (1.0f / 7.0f) * m.colorscale,
+                       ((i & 0x0038) >> 3) * (1.0f / 7.0f) * m.colorscale,
+                       ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * m.colorscale,
+                       0.125f);
+               if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+               {
+                       for (i = portal->numpoints - 1, v = m.vertex;i >= 0;i--, v += 4)
+                               VectorCopy(portal->points[i].position, v);
+               }
+               else
+                       for (i = 0, v = m.vertex;i < portal->numpoints;i++, v += 4)
+                               VectorCopy(portal->points[i].position, v);
+               R_Mesh_Render();
+       }
+}
 
-       glClear (GL_DEPTH_BUFFER_BIT);
+static void R_DrawPortals(entity_render_t *ent)
+{
+       int i;
+       mportal_t *portal, *endportal;
+       float temp[3], center[3], f;
 
-       skypolyrender(); // fogged sky polys, affects depth
+       if (r_drawportals.integer < 1)
+               return;
 
-       if (skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
+       for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
+       {
+               if (portal->here->visframe == r_framecount || portal->past->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);
+               }
+       }
+}
+*/
 
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
+{
+       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 = ent->model;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       for (i = 0;i < model->nummodelsurfaces;i++)
+       {
+               surf = model->surfaces + model->firstmodelsurface + i;
+               surf->visframe = r_framecount;
+               surf->pvsframe = -1;
+               surf->worldnodeframe = -1;
+               surf->lightframe = -1;
+               surf->dlightframe = -1;
+       }
+       R_DrawSurfaces(ent, sky, normal);
 }
 
+void R_SurfaceWorldNode (void)
+{
+       msurface_t *surf;
+       for (surf = r_pvsfirstsurface;surf;surf = surf->pvschain)
+               surf->visframe = r_framecount;
+}
 
 /*
-===============
-R_MarkLeaves
-===============
-*/
-void R_MarkLeaves (void)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       byte    *vis;
-       mnode_t *node;
-       int             i;
-
-       if (r_oldviewleaf == r_viewleaf && !r_novis.value)
-               return;
-       
-       r_visframecount++;
-       r_oldviewleaf = r_viewleaf;
-
-       if (r_novis.value)
+       int portalstack, i;
+       mportal_t *p, *pstack[8192];
+       msurface_t *surf, **mark, **endmark;
+       mleaf_t *leaf;
+       // 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
+       leaf = viewleaf;
+       leaf->worldnodeframe = r_framecount;
+       portalstack = 0;
+loc0:
+       c_leafs++;
+       if (leaf->nummarksurfaces)
        {
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+               for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
                {
-                       node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                       do
+                       surf = *mark++;
+                       // make sure surfaces are only processed once
+                       if (surf->worldnodeframe != r_framecount)
                        {
-                               if (node->visframe == r_visframecount)
-                                       break;
-                               node->visframe = r_visframecount;
-                               node = node->parent;
-                       } while (node);
+                               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;
+                               }
+                       }
                }
        }
-       else
+       // follow portals into other leafs
+       for (p = leaf->portals;p;p = p->next)
        {
-               vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-               
-               for (i=0 ; i<cl.worldmodel->numleafs ; i++)
+               leaf = p->past;
+               if (leaf->worldnodeframe != r_framecount)
                {
-                       if (vis[i>>3] & (1<<(i&7)))
+                       leaf->worldnodeframe = r_framecount;
+                       // FIXME: R_NotCulledBox is absolute, should be done relative
+                       if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
                        {
-                               node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                               do
-                               {
-                                       if (node->visframe == r_visframecount)
-                                               break;
-                                       node->visframe = r_visframecount;
-                                       node = node->parent;
-                               } while (node);
+                               p->visframe = r_framecount;
+                               pstack[portalstack++] = p;
+                               goto loc0;
+loc1:
+                               p = pstack[--portalstack];
                        }
                }
        }
+       if (portalstack)
+               goto loc1;
 }
-
-
-
-/*
-=============================================================================
-
-  LIGHTMAP ALLOCATION
-
-=============================================================================
 */
 
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, int *x, int *y)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int             i, j;
-       int             best, best2;
-       int             texnum;
-
-       for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++)
+       int c, leafstackpos;
+       mleaf_t *leaf, *leafstack[8192];
+       mportal_t *p;
+       msurface_t **mark;
+       vec3_t modelorg;
+       // 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
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       viewleaf->worldnodeframe = r_framecount;
+       leafstack[0] = viewleaf;
+       leafstackpos = 1;
+       while (leafstackpos)
        {
-               best = BLOCK_HEIGHT;
-
-               for (i=0 ; i<BLOCK_WIDTH-w ; i+=lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+               c_leafs++;
+               leaf = leafstack[--leafstackpos];
+               // only useful for drawing portals
+               //leaf->visframe = r_framecount;
+               // draw any surfaces bounding this leaf
+               if (leaf->nummarksurfaces)
+                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
+                               (*mark++)->visframe = r_framecount;
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
                {
-                       best2 = 0;
-
-                       for (j=0 ; j<w ; j++)
+                       leaf = p->past;
+                       if (leaf->worldnodeframe != r_framecount)
                        {
-                               if (allocated[texnum][i+j] >= best)
-                                       break;
-                               if (allocated[texnum][i+j] > best2)
-                                       best2 = allocated[texnum][i+j];
+                               leaf->worldnodeframe = r_framecount;
+                               // FIXME: R_NotCulledBox is absolute, should be done relative
+                               if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+                                       leafstack[leafstackpos++] = leaf;
                        }
-                       if (j == w)
-                       {       // this is a valid spot
-                               *x = i;
-                               *y = best = best2;
-                       }
-               }
-
-               if (best + h > BLOCK_HEIGHT)
-                       continue;
-
-               if (gl_nosubimagefragments.value)
-                       if (!lightmaps[texnum])
-                               lightmaps[texnum] = calloc(BLOCK_WIDTH*BLOCK_HEIGHT*4, 1);
-               // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
-               if (!allocated[texnum][0])
-               {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*3];
-                       memset(blank, 0, sizeof(blank));
-                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                       if (lightmaprgba)
-                               glTexImage2D (GL_TEXTURE_2D, 0, 4, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                       else
-                               glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
                }
-
-               for (i=0 ; i<w ; i++)
-                       allocated[texnum][*x + i] = best + h;
-
-               return texnum;
        }
-
-       Sys_Error ("AllocBlock: full");
+       //if (r_drawportals.integer)
+       //      R_DrawPortals(ent);
 }
 
 
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
-
-int    nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
+void R_PVSUpdate (mleaf_t *viewleaf)
 {
-       int                     i, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = lnumverts;
-
-       for (i=0 ; i<lnumverts ; i++)
-       {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
+       int i, j, l, c, bits;
+       mleaf_t *leaf;
+       qbyte *vis;
+       msurface_t **mark, *surf;
 
-               if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
-               else
-               {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
-               }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s /= fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t /= fa->texinfo->texture->height;
-
-               VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s;
-               poly->verts[i][4] = t;
-
-               //
-               // lightmap texture coordinates
-               //
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               s -= fa->texturemins[0];
-               poly->verts[i][7] = bound(0l, ((int)s>>4), (fa->extents[0]>>4)); // LordHavoc: raw lightmap coordinates
-               s += fa->light_s*16;
-               s += 8;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-               t -= fa->texturemins[1];
-               poly->verts[i][8] = bound(0l, ((int)t>>4), (fa->extents[1]>>4)); // LordHavoc: raw lightmap coordinates
-               t += fa->light_t*16;
-               t += 8;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               poly->verts[i][5] = s;
-               poly->verts[i][6] = t;
-       }
+       if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer)
+               return;
 
-       //
-       // remove co-linear points - Ed
-       //
-       /*
-       if (!gl_keeptjunctions.value)
+       r_pvsframecount++;
+       r_pvsviewleaf = viewleaf;
+       r_pvsviewleafnovis = r_novis.integer;
+
+       if (viewleaf)
        {
-               for (i = 0 ; i < lnumverts ; ++i)
+               vis = Mod_LeafPVS (viewleaf, cl.worldmodel);
+               for (j = 0;j < cl.worldmodel->numleafs;j += 8)
                {
-                       vec3_t v1, v2;
-                       float *prev, *this, *next;
-
-                       prev = poly->verts[(i + lnumverts - 1) % lnumverts];
-                       this = poly->verts[i];
-                       next = poly->verts[(i + 1) % lnumverts];
-
-                       VectorSubtract( this, prev, v1 );
-                       VectorNormalize( v1 );
-                       VectorSubtract( next, prev, v2 );
-                       VectorNormalize( v2 );
-
-                       // skip co-linear points
-                       #define COLINEAR_EPSILON 0.001
-                       if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
-                               (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+                       bits = *vis++;
+                       if (bits)
                        {
-                               int j;
-                               for (j = i + 1; j < lnumverts; ++j)
+                               l = cl.worldmodel->numleafs - j;
+                               if (l > 8)
+                                       l = 8;
+                               for (i = 0;i < l;i++)
                                {
-                                       int k;
-                                       for (k = 0; k < VERTEXSIZE; ++k)
-                                               poly->verts[j - 1][k] = poly->verts[j][k];
+                                       if (bits & (1 << i))
+                                       {
+                                               leaf = &cl.worldmodel->leafs[j + i + 1];
+                                               leaf->pvsframe = r_pvsframecount;
+                                               // mark surfaces bounding this leaf as visible
+                                               for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
+                                                       (*mark++)->pvsframe = r_pvsframecount;
+                                       }
                                }
-                               --lnumverts;
-                               ++nColinElim;
-                               // retry next vertex next time, which is now current vertex
-                               --i;
                        }
                }
+               // build pvs surfacechain
+               r_pvsfirstsurface = NULL;
+               mark = &r_pvsfirstsurface;
+               for (c = cl.worldmodel->nummodelsurfaces, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;c;c--, surf++)
+               {
+                       if (surf->pvsframe == r_pvsframecount)
+                       {
+                               *mark = surf;
+                               mark = &surf->pvschain;
+                       }
+               }
+               *mark = NULL;
        }
-       */
-       poly->numverts = lnumverts;
-
 }
 
 /*
-========================
-GL_CreateSurfaceLightmap
-========================
+=============
+R_DrawWorld
+=============
 */
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_DrawWorld (entity_render_t *ent)
 {
-       int             smax, tmax;
-
-       if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
+       mleaf_t *viewleaf;
+       viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+       R_PVSUpdate(viewleaf);
+       if (!viewleaf)
                return;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-
-       surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
-       if (nosubimagefragments)
-       {
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (surf, lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * 4, BLOCK_WIDTH * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, surf->light_t, BLOCK_WIDTH, tmax, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[surf->lightmaptexturenum] + surf->light_t * (BLOCK_WIDTH * 4));
-               }
-               else
-               {
-                       R_BuildLightMap (surf, lightmaps[surf->lightmaptexturenum] + (surf->light_t * BLOCK_WIDTH + surf->light_s) * 3, BLOCK_WIDTH * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, surf->light_t, BLOCK_WIDTH, tmax, GL_RGB , GL_UNSIGNED_BYTE, lightmaps[surf->lightmaptexturenum] + surf->light_t * (BLOCK_WIDTH * 3));
-               }
-       }
+       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+               R_SurfaceWorldNode ();
        else
-       {
-               smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               if (lightmaprgba)
-               {
-                       R_BuildLightMap (surf, templight, smax * 4);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-               }
-               else
-               {
-                       R_BuildLightMap (surf, templight, smax * 3);
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
-               }
-       }
+               R_PortalWorldNode (ent, viewleaf);
+       R_DrawSurfaces(ent, true, true);
 }
 
-
 /*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
+=================
+R_DrawBrushModel
+=================
 */
-void GL_BuildLightmaps (void)
+void R_DrawBrushModelSky (entity_render_t *ent)
 {
-       int             i, j;
-       model_t *m;
-
-       memset (allocated, 0, sizeof(allocated));
-
-       r_framecount = 1;               // no dlightcache
+       R_DrawBrushModel(ent, true, false);
+}
 
-       if (gl_nosubimagefragments.value)
-               nosubimagefragments = 1;
-       else
-               nosubimagefragments = 0;
+void R_DrawBrushModelNormal (entity_render_t *ent)
+{
+       c_bmodels++;
+       R_DrawBrushModel(ent, false, true);
+}
 
-       if (gl_lightmaprgba.value)
-       {
-               lightmaprgba = true;
-               lightmapbytes = 4;
-       }
-       else
-       {
-               lightmaprgba = false;
-               lightmapbytes = 3;
-       }
+static void gl_surf_start(void)
+{
+}
 
-       // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
-       //            it needs to be aligned on 4 pixel boundaries...
-       //            so I implemented an adjustable lightmap alignment
-       if (gl_lightmapalign.value < 1)
-               gl_lightmapalign.value = 1;
-       if (gl_lightmapalign.value > 16)
-               gl_lightmapalign.value = 16;
-       lightmapalign = 1;
-       while (lightmapalign < gl_lightmapalign.value)
-               lightmapalign <<= 1;
-       gl_lightmapalign.value = lightmapalign;
-       lightmapalignmask = ~(lightmapalign - 1);
-       if (nosubimagefragments)
-       {
-               lightmapalign = 1;
-               lightmapalignmask = ~0;
-       }
+static void gl_surf_shutdown(void)
+{
+}
 
-       if (!lightmap_textures)
-       {
-               lightmap_textures = texture_extension_number;
-               texture_extension_number += MAX_LIGHTMAPS;
-       }
+static void gl_surf_newmap(void)
+{
+       // reset pvs visibility variables so it will update on first frame
+       r_pvsframecount = 1;
+       r_pvsviewleaf = NULL;
+       r_pvsviewleafnovis = false;
+       r_pvsfirstsurface = NULL;
+}
 
-       for (j=1 ; j<MAX_MODELS ; j++)
-       {
-               m = cl.model_precache[j];
-               if (!m)
-                       break;
-               if (m->name[0] == '*')
-                       continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
-               for (i=0 ; i<m->numsurfaces ; i++)
-               {
-                       if ( m->surfaces[i].flags & SURF_DRAWTURB )
-                               continue;
-                       if ( m->surfaces[i].flags & SURF_DRAWSKY )
-                               continue;
-                       GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
-               }
-       }
+void GL_Surf_Init(void)
+{
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_vertexsurfaces);
+       Cvar_RegisterVariable(&r_dlightmap);
+       //Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_floatbuildlightmap);
+       Cvar_RegisterVariable(&r_detailtextures);
+       Cvar_RegisterVariable(&r_surfaceworldnode);
+       Cvar_RegisterVariable(&r_cullsurface);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }