]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
The gcc 2.95 problem was in fact OP_STORE_V doing nasty things to numbers that were...
[xonotic/darkplaces.git] / gl_rsurf.c
index add2b1a223e78415136782edeee1a8a22de640c8..59313255c4591976b0f650949918d1a5de64c4fe 100644 (file)
@@ -36,7 +36,7 @@ cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
 
 static int dlightdivtable[32768];
 
@@ -231,7 +231,7 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int dlightchanged)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 {
        if (!r_floatbuildlightmap.integer)
        {
@@ -241,12 +241,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightmapscalebit = r_lightmapscalebit;
-               surf->cached_ambient = r_ambient.value;
-               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
 
                smax = (surf->extents[0]>>4)+1;
                tmax = (surf->extents[1]>>4)+1;
@@ -278,8 +272,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                                surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
                                if (surf->cached_dlight)
                                        c_light_polys++;
-                               else if (dlightchanged)
-                                       return; // don't upload if only updating dlights and none mattered
                        }
 
        // add all the lightmaps
@@ -335,12 +327,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
 
                // update cached lighting info
                surf->cached_dlight = 0;
-               surf->cached_lightmapscalebit = r_lightmapscalebit;
-               surf->cached_ambient = r_ambient.value;
-               surf->cached_light[0] = d_lightstylevalue[surf->styles[0]];
-               surf->cached_light[1] = d_lightstylevalue[surf->styles[1]];
-               surf->cached_light[2] = d_lightstylevalue[surf->styles[2]];
-               surf->cached_light[3] = d_lightstylevalue[surf->styles[3]];
 
                smax = (surf->extents[0]>>4)+1;
                tmax = (surf->extents[1]>>4)+1;
@@ -369,8 +355,6 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf, int d
                        surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
                        if (surf->cached_dlight)
                                c_light_polys++;
-                       else if (dlightchanged)
-                               return; // don't upload if only updating dlights and none mattered
                }
 
                // add all the lightmaps
@@ -548,6 +532,8 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        entity_render_t *ent;
        model_t *model;
        vec3_t org;
+       if (cl.worldmodel == NULL)
+               return;
        fcolor[0] = cr1;
        fcolor[1] = cg1;
        fcolor[2] = cb1;
@@ -557,9 +543,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        fcolor[6] = cb2 - cb1;
        fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       model = cl.worldmodel;
-       if (model)
-               R_StainNode(model->nodes + model->hulls[0].firstclipnode, model, origin, radius, fcolor);
+       R_StainNode(cl.worldmodel->nodes + cl.worldmodel->hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
        for (n = 0;n < cl_num_brushmodel_entities;n++)
@@ -747,7 +731,7 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co
        return false;
 }
 
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -784,7 +768,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        }
        m.depthwrite = true;
        R_Mesh_State(&m);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -802,9 +786,10 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
 
 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
+       int i;
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->surfaces + calldata2;
-       float f, colorscale;
+       float f, colorscale, scroll[2], *v;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        float alpha;
@@ -832,7 +817,7 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
@@ -846,6 +831,13 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                R_Mesh_ResizeCheck(mesh->numverts);
                memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
                memcpy(varray_texcoord[0], mesh->str, mesh->numverts * sizeof(float[4]));
+               scroll[0] = sin(cl.time) * 0.125f;
+               scroll[1] = sin(cl.time * 0.8f) * 0.125f;
+               for (i = 0, v = varray_texcoord[0];i < mesh->numverts;i++, v += 4)
+               {
+                       v[0] += scroll[0];
+                       v[1] += scroll[1];
+               }
                f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
                R_FillColors(varray_color, mesh->numverts, f, f, f, alpha);
                if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
@@ -864,7 +856,7 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                memset(&m, 0, sizeof(m));
                m.blendfunc1 = GL_SRC_ALPHA;
                m.blendfunc2 = GL_ONE;
-               m.tex[0] = R_GetTexture(texture->fogtexture);
+               m.tex[0] = R_GetTexture(texture->skin.fog);
                R_Mesh_State(&m);
                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
@@ -878,13 +870,14 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
 }
 
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
+       msurface_t **chain;
        vec3_t center;
        if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
                        if (surf->visframe == r_framecount)
                        {
@@ -894,7 +887,7 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu
                }
        }
        else
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                        if (surf->visframe == r_framecount)
                                RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
 }
@@ -922,7 +915,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
                m.blendfunc1 = GL_ONE;
                m.blendfunc2 = GL_ZERO;
        }
-       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
@@ -959,7 +952,7 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
        R_Mesh_State(&m);
        GL_UseColorArray();
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
@@ -981,7 +974,7 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->fogtexture);
+       m.tex[0] = R_GetTexture(texture->skin.fog);
        R_Mesh_State(&m);
        GL_UseColorArray();
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
@@ -995,7 +988,7 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1005,16 +998,16 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
-       m.tex[2] = R_GetTexture(texture->detailtexture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.tex[2] = R_GetTexture(texture->skin.detail);
        m.texrgbscale[0] = 1;
        m.texrgbscale[1] = 4;
        m.texrgbscale[2] = 2;
        R_Mesh_State(&m);
        cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
        GL_Color(cl, cl, cl, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1037,7 +1030,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1046,13 +1039,13 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
-       m.tex[1] = R_GetTexture(firstsurf->lightmaptexture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
        if (gl_combine.integer)
                m.texrgbscale[1] = 4;
        R_Mesh_State(&m);
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1074,7 +1067,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1082,10 +1075,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        R_Mesh_State(&m);
        GL_Color(1, 1, 1, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1100,7 +1093,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1109,12 +1102,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ZERO;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.tex[0] = R_GetTexture(firstsurf->lightmaptexture);
+       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
        if (gl_combine.integer)
                m.texrgbscale[0] = 4;
        R_Mesh_State(&m);
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1135,7 +1128,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1145,7 +1138,7 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[0] = R_GetTexture(texture->skin.base);
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
@@ -1154,7 +1147,7 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const
        }
        R_Mesh_State(&m);
        GL_UseColorArray();
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
                {
@@ -1175,7 +1168,7 @@ static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1187,7 +1180,7 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        R_Mesh_State(&m);
        GL_UseColorArray();
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1204,7 +1197,7 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1212,10 +1205,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_DST_COLOR;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.tex[0] = R_GetTexture(texture->detailtexture);
+       m.tex[0] = R_GetTexture(texture->skin.detail);
        R_Mesh_State(&m);
        GL_Color(1, 1, 1, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1230,7 +1223,7 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1238,10 +1231,10 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
        R_Mesh_State(&m);
        GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1256,7 +1249,7 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -1264,13 +1257,13 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ZERO;
-       m.tex[0] = R_GetTexture(texture->glowtexture);
+       m.tex[0] = R_GetTexture(texture->skin.glow);
        R_Mesh_State(&m);
        if (m.tex[0])
                GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
        else
                GL_Color(0, 0, 0, 1);
-       for (surf = firstsurf;surf;surf = surf->texturechain)
+       while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
@@ -1303,26 +1296,27 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
                currentalpha *= r_wateralpha.value;
        if (ent->effects & EF_ADDITIVE)
                rendertype = SURFRENDER_ADD;
-       else if (currentalpha < 1 || texture->fogtexture != NULL)
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
                rendertype = SURFRENDER_ALPHA;
        else
                rendertype = SURFRENDER_OPAQUE;
 
        RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
-       if (texture->glowtexture)
+       if (texture->skin.glow)
                RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
        if (fogenabled)
                RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
 }
 
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
+       msurface_t **chain;
        vec3_t center;
        if (texture->rendertype != SURFRENDER_OPAQUE)
        {
                // transparent vertex shaded from lightmap
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                {
                        if (surf->visframe == r_framecount)
                        {
@@ -1334,22 +1328,22 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
        else if (r_shadow_lightingmode >= 2)
        {
                // opaque base lighting
-               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, firstsurf);
+               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
                if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
        else if (r_vertexsurfaces.integer)
        {
                // opaque vertex shaded from lightmap
-               for (surf = firstsurf;surf;surf = surf->texturechain)
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
                        if (surf->visframe == r_framecount)
                                RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
-               if (texture->glowtexture)
-                       for (surf = firstsurf;surf;surf = surf->texturechain)
+               if (texture->skin.glow)
+                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
                                if (surf->visframe == r_framecount)
                                        RSurfShader_Wall_Pass_Glow(ent, surf, texture, texture->rendertype, texture->currentalpha);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->texturechain)
+                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
                                if (surf->visframe == r_framecount)
                                        RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
        }
@@ -1359,27 +1353,27 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                if (r_textureunits.integer >= 2)
                {
                        if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, firstsurf);
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
                        else
                        {
-                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, firstsurf);
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
                                if (r_detailtextures.integer)
-                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                        }
                }
                else
                {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, firstsurf);
-                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
                        if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, firstsurf);
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                }
                if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
-                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, firstsurf);
-               if (texture->glowtexture)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, firstsurf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
 }
 
@@ -1413,7 +1407,7 @@ void R_UpdateTextureInfo(entity_render_t *ent)
                        t->currentalpha *= r_wateralpha.value;
                if (ent->effects & EF_ADDITIVE)
                        t->rendertype = SURFRENDER_ADD;
-               else if (t->currentalpha < 1 || t->fogtexture != NULL)
+               else if (t->currentalpha < 1 || t->skin.fog != NULL)
                        t->rendertype = SURFRENDER_ALPHA;
                else
                        t->rendertype = SURFRENDER_OPAQUE;
@@ -1428,7 +1422,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
 {
        int i, numsurfaces, *surfacevisframes;
        model_t *model;
-       msurface_t *surf, *surfaces;
+       msurface_t *surf, *surfaces, **surfchain;
        vec3_t modelorg;
 
        if (!ent->model)
@@ -1445,6 +1439,26 @@ void R_PrepareSurfaces(entity_render_t *ent)
        if (r_dynamic.integer && r_shadow_lightingmode < 1)
                R_MarkLights(ent);
 
+       if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)
+       {
+               model->light_ambient = r_ambient.value;
+               model->light_scalebit = r_lightmapscalebit;
+               for (i = 0;i < model->nummodelsurfaces;i++)
+                       model->surfaces[i + model->firstmodelsurface].cached_dlight = true;
+       }
+       else
+       {
+               for (i = 0;i < model->light_styles;i++)
+               {
+                       if (model->light_stylevalue[i] != d_lightstylevalue[model->light_style[i]])
+                       {
+                               model->light_stylevalue[i] = d_lightstylevalue[model->light_style[i]];
+                               for (surfchain = model->light_styleupdatechains[i];*surfchain;surfchain++)
+                                       (**surfchain).cached_dlight = true;
+                       }
+               }
+       }
+
        for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
                if (surfacevisframes[i] == r_framecount)
@@ -1466,36 +1480,23 @@ void R_PrepareSurfaces(entity_render_t *ent)
                        {
                                c_faces++;
                                surf->visframe = r_framecount;
-                               if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
-                               {
-                                       if (surf->cached_dlight
-                                        || surf->cached_ambient != r_ambient.value
-                                        || surf->cached_lightmapscalebit != r_lightmapscalebit)
-                                               R_BuildLightMap(ent, surf, false); // base lighting changed
-                                       else if (r_dynamic.integer)
-                                       {
-                                               if  (surf->styles[0] != 255 && (d_lightstylevalue[surf->styles[0]] != surf->cached_light[0]
-                                                || (surf->styles[1] != 255 && (d_lightstylevalue[surf->styles[1]] != surf->cached_light[1]
-                                                || (surf->styles[2] != 255 && (d_lightstylevalue[surf->styles[2]] != surf->cached_light[2]
-                                                || (surf->styles[3] != 255 && (d_lightstylevalue[surf->styles[3]] != surf->cached_light[3]))))))))
-                                                       R_BuildLightMap(ent, surf, false); // base lighting changed
-                                               else if (surf->dlightframe == r_framecount && r_dlightmap.integer)
-                                                       R_BuildLightMap(ent, surf, true); // only dlights
-                                       }
-                               }
+                               if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+                                       R_BuildLightMap(ent, surf);
                        }
                }
        }
 }
 
-void R_DrawSurfaces(entity_render_t *ent, int type)
+void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
 {
        int i;
        texture_t *t;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
-               if (t->shader->shaderfunc[type] && t->currentframe && ent->model->texturesurfacechains[i])
-                       t->shader->shaderfunc[type](ent, t->currentframe, ent->model->texturesurfacechains[i]);
+               if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
+                       t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1532,24 +1533,19 @@ static void R_DrawPortals(entity_render_t *ent)
        int i;
        mportal_t *portal, *endportal;
        float temp[3], center[3], f;
-
-       if (r_drawportals.integer < 1)
+       if (ent->model == NULL)
                return;
-
        for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
        {
-               if (portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount)
+               if ((portal->here->pvsframe == ent->model->pvsframecount || portal->past->pvsframe == ent->model->pvsframecount) && portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                {
-                       if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
-                       {
-                               VectorClear(temp);
-                               for (i = 0;i < portal->numpoints;i++)
-                                       VectorAdd(temp, portal->points[i].position, temp);
-                               f = ixtable[portal->numpoints];
-                               VectorScale(temp, f, temp);
-                               Matrix4x4_Transform(&ent->matrix, temp, center);
-                               R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
-                       }
+                       VectorClear(temp);
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorAdd(temp, portal->points[i].position, temp);
+                       f = ixtable[portal->numpoints];
+                       VectorScale(temp, f, temp);
+                       Matrix4x4_Transform(&ent->matrix, temp, center);
+                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->portals);
                }
        }
 }
@@ -1566,6 +1562,8 @@ void R_PrepareBrushModel(entity_render_t *ent)
        // because bmodels can be reused, we have to decide which things to render
        // from scratch every time
        model = ent->model;
+       if (model == NULL)
+               return;
 #if WORLDNODECULLBACKFACES
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
 #endif
@@ -1580,22 +1578,12 @@ void R_PrepareBrushModel(entity_render_t *ent)
                if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
                        if ((surf->flags & SURF_PLANEBACK))
-                       {
-                               surfacevisframes[i] = r_framecount;
-                               surfacepvsframes[i] = model->pvsframecount;
-                       }
-               }
-               else
-               {
-                       if (!(surf->flags & SURF_PLANEBACK))
-                       {
                                surfacevisframes[i] = r_framecount;
-                               surfacepvsframes[i] = model->pvsframecount;
-                       }
                }
+               else if (!(surf->flags & SURF_PLANEBACK))
+                       surfacevisframes[i] = r_framecount;
 #else
                surfacevisframes[i] = r_framecount;
-               surfacepvsframes[i] = model->pvsframecount;
 #endif
                surf->dlightframe = -1;
        }
@@ -1610,7 +1598,10 @@ void R_SurfaceWorldNode (entity_render_t *ent)
        model_t *model;
        vec3_t modelorg;
 
+       // equivilant to quake's RecursiveWorldNode but faster and more effective
        model = ent->model;
+       if (model == NULL)
+               return;
        surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
        surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -1657,6 +1648,8 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
        mportal_t *p;
        vec3_t modelorg;
        msurface_t *surfaces;
+       if (ent->model == NULL)
+               return;
        // LordHavoc: portal-passage worldnode with PVS;
        // follows portals leading outward from viewleaf, does not venture
        // offscreen or into leafs that are not visible, faster than Quake's
@@ -1716,8 +1709,6 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
                        }
                }
        }
-       if (r_drawportals.integer)
-               R_DrawPortals(ent);
 }
 
 void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
@@ -1757,20 +1748,12 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
                                                        leaf->pvsframe = model->pvsframecount;
                                                        // mark surfaces bounding this leaf as visible
                                                        for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
-                                                       {
-                                                               //if (surfacepvsframes[*mark] != model->pvsframecount)
-                                                               //{
-                                                                       surfacepvsframes[*mark] = model->pvsframecount;
-                                                               //      model->pvssurflist[model->pvssurflistlength++] = *mark;
-                                                               //}
-                                                       }
+                                                               surfacepvsframes[*mark] = model->pvsframecount;
                                                }
                                        }
                                }
                        }
-                       for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
-                               if (model->surfacepvsframes[j] == model->pvsframecount)
-                                       model->pvssurflist[model->pvssurflistlength++] = j;
+                       Mod_BuildPVSTextureChains(model);
                }
        }
 }
@@ -1795,24 +1778,32 @@ void R_WorldVisibility (entity_render_t *ent)
 
 void R_DrawWorld (entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        R_PrepareSurfaces(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
-       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
 }
 
 void R_Model_Brush_DrawSky (entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_SKY);
+       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->pvstexturechains);
 }
 
 void R_Model_Brush_Draw (entity_render_t *ent)
 {
+       if (ent->model == NULL)
+               return;
        c_bmodels++;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL);
+       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->pvstexturechains);
 }
 
 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
@@ -1821,6 +1812,8 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
        msurface_t *surf;
        float projectdistance, f, temp[3], lightradius2;
        surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        lightradius2 = lightradius * lightradius;
        R_UpdateTextureInfo(ent);
@@ -1858,6 +1851,8 @@ void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relative
        msurface_t *surf;
        texture_t *t;
        surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        R_UpdateTextureInfo(ent);
        for (surfnum = 0;surfnum < numsurfaces;surfnum++)
@@ -1872,8 +1867,8 @@ void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relative
                                {
                                        R_Mesh_ResizeCheck(mesh->numverts);
                                        memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->skin.base, t->skin.nmap, NULL);
+                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->skin.gloss, t->skin.nmap, NULL);
                                }
                        }
                }
@@ -1887,6 +1882,8 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        texture_t *t;
        float f, lightradius2, temp[3];
        surfmesh_t *mesh;
+       if (ent->model == NULL)
+               return;
        R_Mesh_Matrix(&ent->matrix);
        lightradius2 = lightradius * lightradius;
        R_UpdateTextureInfo(ent);
@@ -1917,8 +1914,8 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                                        {
                                                                R_Mesh_ResizeCheck(mesh->numverts);
                                                                memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
-                                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+                                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->skin.base, t->skin.nmap, NULL);
+                                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->skin.gloss, t->skin.nmap, NULL);
                                                        }
                                                }
                                        }
@@ -1950,8 +1947,8 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                                        {
                                                                R_Mesh_ResizeCheck(mesh->numverts);
                                                                memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->texture, t->nmaptexture, NULL);
-                                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->glosstexture, t->nmaptexture, NULL);
+                                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, lightradius, lightcolor, t->skin.base, t->skin.nmap, NULL);
+                                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals, mesh->str, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, t->skin.gloss, t->skin.nmap, NULL);
                                                        }
                                                }
                                        }