]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
made r_showtris transparent (quite faint actually), color coded different types of...
[xonotic/darkplaces.git] / gl_rsurf.c
index 2ea91dc1e0cb35fad91d540d1b7b69c4f33befb6..597206d258911eb73761a31299678add303affbd 100644 (file)
@@ -30,14 +30,32 @@ static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHav
 static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
 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", "1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "-4"};
+cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
+cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+
+/*
+// FIXME: these arrays are huge!
+int r_q1bsp_maxmarkleafs;
+int r_q1bsp_nummarkleafs;
+mleaf_t *r_q1bsp_maxleaflist[65536];
+int r_q1bsp_maxmarksurfaces;
+int r_q1bsp_nummarksurfaces;
+msurface_t *r_q1bsp_maxsurfacelist[65536];
+
+// FIXME: these arrays are huge!
+int r_q3bsp_maxmarkleafs;
+int r_q3bsp_nummarkleafs;
+q3mleaf_t *r_q3bsp_maxleaflist[65536];
+int r_q3bsp_maxmarksurfaces;
+int r_q3bsp_nummarksurfaces;
+q3mface_t *r_q3bsp_maxsurfacelist[65536];
+*/
 
 static int dlightdivtable[32768];
 
@@ -46,6 +64,7 @@ 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, k;
        unsigned int *bl;
        float dist, impact[3], local[3];
+       dlight_t *light;
 
        lit = false;
 
@@ -53,17 +72,17 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
        tmax = (surf->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
-       for (lnum = 0; lnum < r_numdlights; lnum++)
+       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               Matrix4x4_Transform(matrix, light->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;
+               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
@@ -98,10 +117,10 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
                maxdist3 = maxdist - dist2;
 
                // convert to 8.8 blocklights format
-               red = r_dlight[lnum].light[0] * (1.0f / 128.0f);
-               green = r_dlight[lnum].light[1] * (1.0f / 128.0f);
-               blue = r_dlight[lnum].light[2] * (1.0f / 128.0f);
-               subtract = (int) (r_dlight[lnum].subtract * 4194304.0f);
+               red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
+               green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
+               blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
+               subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
                bl = intblocklights;
 
                i = impactt;
@@ -139,6 +158,7 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
        int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
        float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
+       dlight_t *light;
 
        lit = false;
 
@@ -146,17 +166,17 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
        tmax = (surf->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
-       for (lnum = 0; lnum < r_numdlights; lnum++)
+       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               Matrix4x4_Transform(matrix, r_dlight[lnum].origin, local);
+               Matrix4x4_Transform(matrix, light->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;
+               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
                dist2 += LIGHTOFFSET;
@@ -191,10 +211,10 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
                maxdist3 = maxdist - dist2;
 
                // convert to 8.8 blocklights format
-               red = r_dlight[lnum].light[0];
-               green = r_dlight[lnum].light[1];
-               blue = r_dlight[lnum].light[2];
-               subtract = r_dlight[lnum].subtract * 32768.0f;
+               red = light->rtlight.lightmap_light[0];
+               green = light->rtlight.lightmap_light[1];
+               blue = light->rtlight.lightmap_light[2];
+               subtract = light->rtlight.lightmap_subtract * 32768.0f;
                bl = floatblocklights;
 
                td1 = impactt;
@@ -236,7 +256,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 {
        if (!r_floatbuildlightmap.integer)
        {
-               int smax, tmax, i, j, size, size3, shift, maps, stride, l;
+               int smax, tmax, i, j, size, size3, maps, stride, l;
                unsigned int *bl, scale;
                qbyte *lightmap, *out, *stain;
 
@@ -251,7 +271,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 
        // set to full bright if no light data
                bl = intblocklights;
-               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+               if (!ent->model->brushq1.lightdata)
                {
                        for (i = 0;i < size3;i++)
                                bl[i] = 255*256;
@@ -268,7 +288,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        else
                                memset(bl, 0, size*3*sizeof(unsigned int));
 
-                       if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+                       if (surf->dlightframe == r_framecount)
                        {
                                surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
                                if (surf->cached_dlight)
@@ -288,8 +308,10 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                stain = surf->stainsamples;
                bl = intblocklights;
                out = templight;
-               // deal with lightmap brightness scale
-               shift = 7 + r_lightmapscalebit + 8;
+               // the >> 16 shift adjusts down 8 bits to account for the stainmap
+               // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+               // be doubled during rendering to achieve 2x overbright
+               // (0 = 0.0, 128 = 1.0, 256 = 2.0)
                if (ent->model->brushq1.lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
@@ -297,9 +319,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        {
                                for (j = 0;j < smax;j++)
                                {
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
                                        *out++ = 255;
                                }
                        }
@@ -311,9 +333,9 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        {
                                for (j = 0;j < smax;j++)
                                {
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> shift;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
                                }
                        }
                }
@@ -337,7 +359,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 
        // set to full bright if no light data
                bl = floatblocklights;
-               if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+               if (!ent->model->brushq1.lightdata)
                        j = 255*256;
                else
                        j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
@@ -351,7 +373,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                else
                        memset(bl, 0, size*3*sizeof(float));
 
-               if (surf->dlightframe == r_framecount && r_dlightmap.integer)
+               if (surf->dlightframe == r_framecount)
                {
                        surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
                        if (surf->cached_dlight)
@@ -370,8 +392,11 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                stain = surf->stainsamples;
                bl = floatblocklights;
                out = templight;
-               // deal with lightmap brightness scale
-               scale = 1.0f / (1 << (7 + r_lightmapscalebit + 8));
+               // this scaling adjusts down 8 bits to account for the stainmap
+               // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
+               // be doubled during rendering to achieve 2x overbright
+               // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+               scale = 1.0f / (1 << 16);
                if (ent->model->brushq1.lightmaprgba)
                {
                        stride = (surf->lightmaptexturestride - smax) * 4;
@@ -679,21 +704,21 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        const float *v;
        float *c;
        int i, l, lit = false;
-       const rdlight_t *rd;
+       const dlight_t *light;
        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);
+                       light = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, light->origin, lightorigin);
                        for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
                        {
                                f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
-                               if (f < rd->cullradius2)
+                               if (f < light->rtlight.lightmap_cullradius2)
                                {
-                                       f = ((1.0f / f) - rd->subtract) * scale;
-                                       VectorMA(c, f, rd->light, c);
+                                       f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+                                       VectorMA(c, f, light->rtlight.lightmap_light, c);
                                        lit = true;
                                }
                        }
@@ -702,31 +727,9 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        return lit;
 }
 
-// note: this untransforms lights to do the checking
-static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, const surfmesh_t *mesh)
-{
-       int i, l;
-       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->vertex3f;i < mesh->numverts;i++, v += 3)
-                               if (VectorDistance2(v, lightorigin) < rd->cullradius2)
-                                       return true;
-               }
-       }
-       return false;
-}
-
 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
 
        // LordHavoc: HalfLife maps have freaky skypolys...
@@ -742,11 +745,11 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
 
        R_Mesh_Matrix(&ent->matrix);
 
-       GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, 1);
+       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
        if (skyrendermasked)
        {
                // depth-only (masking)
-               qglColorMask(0,0,0,0);
+               GL_ColorMask(0,0,0,0);
                // just to make sure that braindead drivers don't draw anything
                // despite that colormask...
                GL_BlendFunc(GL_ZERO, GL_ONE);
@@ -766,29 +769,32 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
-       qglColorMask(1,1,1,1);
+       GL_ColorMask(1,1,1,1);
 }
 
 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       float f, colorscale;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float alpha;
        float modelorg[3];
        texture_t *texture;
        matrix4x4_t tempmatrix;
+       float   args[4] = {0.05f,0,0,0.04f};
 
-       if (r_waterscroll.value)
+       if (gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+               R_Mesh_TextureMatrix(1, &tempmatrix);
+               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
+               R_Mesh_TextureMatrix(0, &tempmatrix);
+       }
+       else if (r_waterscroll.value)
        {
                // scrolling in texture matrix
                Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
@@ -796,7 +802,7 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
 
        R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
        memset(&m, 0, sizeof(m));
        texture = surf->texinfo->texture->currentframe;
@@ -816,31 +822,46 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
+       if (gl_textureshader && r_watershader.value && !fogenabled)
        {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
+               m.tex[1] = R_GetTexture(texture->skin.base);
        }
+       else
+               m.tex[0] = R_GetTexture(texture->skin.base);
        GL_DepthTest(true);
-       GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       if (fogenabled)
+               GL_ColorPointer(varray_color4f);
+       else
+               GL_Color(1, 1, 1, alpha);
+       if (gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               GL_ActiveTexture (0);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture (1);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
+               qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
+               qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
+               qglEnable (GL_TEXTURE_SHADER_NV);
+       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+       m.texcombinergb[1] = GL_REPLACE;
+       R_Mesh_State_Texture(&m);
+       if (fogenabled)
        {
-               GL_VertexPointer(mesh->vertex3f);
-               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               f = surf->flags & SURF_DRAWFULLBRIGHT ? 1.0f : ((surf->flags & SURF_LIGHTMAP) ? 0 : 0.5f);
-               R_FillColors(varray_color4f, mesh->numverts, f, f, f, alpha);
-               if (!(surf->flags & SURF_DRAWFULLBRIGHT || ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
+       }
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+       if (gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               qglDisable (GL_TEXTURE_SHADER_NV);
+               GL_ActiveTexture (0);
        }
 
        if (fogenabled)
@@ -850,21 +871,19 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                GL_DepthMask(false);
                GL_DepthTest(true);
                m.tex[0] = R_GetTexture(texture->skin.fog);
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                       GL_ColorPointer(varray_color4f);
-                       R_Mesh_State_Texture(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, r_colorscale, mesh->numverts, modelorg);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               }
+               GL_VertexPointer(surf->mesh.data_vertex3f);
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               GL_ColorPointer(varray_color4f);
+               R_Mesh_State_Texture(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
        }
 
-       if (r_waterscroll.value)
+       if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
        {
                Matrix4x4_CreateIdentity(&tempmatrix);
                R_Mesh_TextureMatrix(0, &tempmatrix);
+               R_Mesh_TextureMatrix(1, &tempmatrix);
        }
 }
 
@@ -893,10 +912,9 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu
 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
        float base, colorscale;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
        if (rendertype == SURFRENDER_ADD)
        {
@@ -914,7 +932,7 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
                GL_DepthMask(true);
        }
        m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = r_colorscale;
+       colorscale = 1;
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 4;
@@ -923,89 +941,125 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
        base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
        GL_DepthTest(true);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+       if (!(ent->effects & EF_FULLBRIGHT))
        {
-               GL_VertexPointer(mesh->vertex3f);
-               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
-               if (!(ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               if (surf->dlightframe == r_framecount)
+                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+               if (surf->flags & SURF_LIGHTMAP)
+                       RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
        }
+       RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.fog);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+}
+
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+       const msurface_t *surf;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.texrgbscale[1] = 2;
+       m.tex[2] = R_GetTexture(texture->skin.detail);
+       m.texrgbscale[2] = 2;
+       if (texture->skin.glow)
        {
-               GL_VertexPointer(mesh->vertex3f);
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, r_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               m.tex[3] = R_GetTexture(texture->skin.glow);
+               m.texcombinergb[3] = GL_ADD;
+       }
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[1] != lightmaptexturenum)
+                       //{
+                               m.tex[1] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+                       m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
-       float cl;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.base);
        m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.texrgbscale[1] = 2;
        m.tex[2] = R_GetTexture(texture->skin.detail);
-       m.texrgbscale[0] = 1;
-       m.texrgbscale[1] = 4;
        m.texrgbscale[2] = 2;
-       cl = (float) (1 << r_lightmapscalebit) * r_colorscale;
-       GL_Color(cl, cl, cl, 1);
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
 
        while((surf = *surfchain++) != NULL)
        {
@@ -1017,23 +1071,19 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
                                m.tex[1] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
-                               m.pointer_texcoord[2] = mesh->texcoorddetail2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
@@ -1042,9 +1092,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.base);
        m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       if (gl_combine.integer)
-               m.texrgbscale[1] = 4;
-       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       m.texrgbscale[1] = 2;
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1055,14 +1107,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
                                m.tex[1] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1070,25 +1119,24 @@ 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, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_DepthMask(true);
        GL_DepthTest(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        m.tex[0] = R_GetTexture(texture->skin.base);
-       GL_Color(1, 1, 1, 1);
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1096,17 +1144,14 @@ 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, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ZERO, GL_SRC_COLOR);
+       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
        GL_DepthMask(false);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       if (gl_combine.integer)
-               m.texrgbscale[0] = 4;
-       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
@@ -1117,52 +1162,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
                                m.tex[0] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       const surfmesh_t *mesh;
-       float colorscale;
-       rmeshstate_t m;
-
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
-       {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
-       GL_ColorPointer(varray_color4f);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount && surf->dlightframe == r_framecount)
-               {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
-                               {
-                                       GL_VertexPointer(mesh->vertex3f);
-                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                                       R_FillColors(varray_color4f, mesh->numverts, 0, 0, 0, 1);
-                                       R_Mesh_State_Texture(&m);
-                                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, colorscale);
-                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               }
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1170,10 +1173,9 @@ 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, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
@@ -1183,15 +1185,12 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               if (m.tex[0])
-                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, r_colorscale, mesh->numverts, modelorg);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       if (m.tex[0])
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1199,7 +1198,6 @@ 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, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
@@ -1211,13 +1209,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoorddetail2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1225,53 +1220,79 @@ 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, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
-       GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+       GL_Color(1, 1, 1, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
 
+/*
 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
        GL_DepthMask(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
        if (m.tex[0])
-               GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+               GL_Color(1, 1, 1, 1);
        else
                GL_Color(0, 0, 0, 1);
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               }
+       }
+}
+*/
+
+static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+       const msurface_t *surf;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       //if (m.tex[0] != lightmaptexturenum)
+                       //{
+                               m.tex[0] = lightmaptexturenum;
+                       //      R_Mesh_State_Texture(&m);
+                       //}
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1290,8 +1311,6 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
                texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
 
        currentalpha = ent->alpha;
-       if (texture->flags & SURF_WATERALPHA)
-               currentalpha *= r_wateralpha.value;
        if (ent->effects & EF_ADDITIVE)
                rendertype = SURFRENDER_ADD;
        else if (currentalpha < 1 || texture->skin.fog != NULL)
@@ -1323,56 +1342,71 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                        }
                }
        }
-       else if (r_shadow_realtime_world.integer)
+       else if (ent->effects & EF_FULLBRIGHT)
        {
-               // opaque base lighting
-               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
+               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+               if (r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
                        RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
-       else if (r_vertexsurfaces.integer)
+       /*
+       // opaque base lighting
+       else if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
        {
-               // opaque vertex shaded from lightmap
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                       if (surf->visframe == r_framecount)
-                               RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, texture->rendertype, texture->currentalpha);
+               if (r_ambient.value > 0)
+               {
+               }
+               else
+                       RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       */
+       // opaque lightmapped
+       else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && !gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
+               if (texture->skin.glow)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
+       else if (r_textureunits.integer >= 2 && gl_combine.integer && !gl_lightmaps.integer)
+       {
+               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
+               if (r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                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);
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
-                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                               if (surf->visframe == r_framecount)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf, texture, texture->rendertype, texture->currentalpha);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
-       else
+       else if (!gl_lightmaps.integer)
        {
-               // opaque lightmapped
-               if (r_textureunits.integer >= 2)
-               {
-                       if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
-                       else
-                       {
-                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
-                               if (r_detailtextures.integer)
-                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                       }
-               }
-               else
-               {
-                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
-                       if (r_detailtextures.integer)
-                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-               }
-               if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
-                       RSurfShader_OpaqueWall_Pass_Light(ent, texture, surfchain);
+               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+               RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
+               if (r_detailtextures.integer)
+                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
                if (texture->skin.glow)
                        RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
                if (fogenabled)
                        RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
+       else
+       {
+               RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+               if (fogenabled)
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+       }
 }
 
 Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
@@ -1427,7 +1461,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
                return;
 
        model = ent->model;
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        numsurfaces = model->brushq1.nummodelsurfaces;
        surfaces = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
        surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
@@ -1437,10 +1471,9 @@ void R_PrepareSurfaces(entity_render_t *ent)
        if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
                R_MarkLights(ent);
 
-       if (model->brushq1.light_ambient != r_ambient.value || model->brushq1.light_scalebit != r_lightmapscalebit)
+       if (model->brushq1.light_ambient != r_ambient.value)
        {
                model->brushq1.light_ambient = r_ambient.value;
-               model->brushq1.light_scalebit = r_lightmapscalebit;
                for (i = 0;i < model->brushq1.nummodelsurfaces;i++)
                        model->brushq1.surfaces[i + model->brushq1.firstmodelsurface].cached_dlight = true;
        }
@@ -1478,7 +1511,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
                        {
                                c_faces++;
                                surf->visframe = r_framecount;
-                               if (surf->cached_dlight && surf->lightmaptexture != NULL && !r_vertexsurfaces.integer)
+                               if (surf->cached_dlight && surf->lightmaptexture != NULL)
                                        R_BuildLightMap(ent, surf);
                        }
                }
@@ -1514,11 +1547,11 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        R_Mesh_State_Texture(&m);
 
        i = portal - ent->model->brushq1.portals;
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_colorscale,
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_colorscale,
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_colorscale,
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
                         0.125f);
-       if (PlaneDiff(r_origin, (&portal->plane)) > 0)
+       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
        {
                for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
                        VectorCopy(portal->points[i].position, v);
@@ -1567,7 +1600,7 @@ void R_PrepareBrushModel(entity_render_t *ent)
        if (model == NULL)
                return;
 #if WORLDNODECULLBACKFACES
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 #endif
        numsurfaces = model->brushq1.nummodelsurfaces;
        surf = model->brushq1.surfaces + model->brushq1.firstmodelsurface;
@@ -1606,7 +1639,7 @@ void R_SurfaceWorldNode (entity_render_t *ent)
                return;
        surfacevisframes = model->brushq1.surfacevisframes + model->brushq1.firstmodelsurface;
        surfacepvsframes = model->brushq1.surfacepvsframes + model->brushq1.firstmodelsurface;
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
        for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
        {
@@ -1641,7 +1674,7 @@ void R_SurfaceWorldNode (entity_render_t *ent)
 
 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int c, leafstackpos, *mark, *surfacevisframes, bitnum;
+       int c, leafstackpos, *mark, *surfacevisframes;
 #if WORLDNODECULLBACKFACES
        int n;
        msurface_t *surf;
@@ -1658,7 +1691,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
        // RecursiveWorldNode
        surfaces = ent->model->brushq1.surfaces;
        surfacevisframes = ent->model->brushq1.surfacevisframes;
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        viewleaf->worldnodeframe = r_framecount;
        leafstack[0] = viewleaf;
        leafstackpos = 1;
@@ -1705,8 +1738,7 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
                                {
                                        leaf->worldnodeframe = r_framecount;
                                        // FIXME: R_CullBox is absolute, should be done relative
-                                       bitnum = (leaf - ent->model->brushq1.leafs) - 1;
-                                       if ((r_pvsbits[bitnum >> 3] & (1 << (bitnum & 7))) && !R_CullBox(leaf->mins, leaf->maxs))
+                                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                                leafstack[leafstackpos++] = leaf;
                                }
                        }
@@ -1731,11 +1763,10 @@ void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
                if (viewleaf)
                {
                        surfacepvsframes = model->brushq1.surfacepvsframes;
-                       for (j = 0;j < model->brushq1.visleafs;j++)
+                       for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
                        {
-                               if (r_pvsbits[j >> 3] & (1 << (j & 7)))
+                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
                                {
-                                       leaf = model->brushq1.leafs + j + 1;
                                        leaf->pvsframe = model->brushq1.pvsframecount;
                                        leaf->pvschain = model->brushq1.pvsleafchain;
                                        model->brushq1.pvsleafchain = leaf;
@@ -1754,7 +1785,7 @@ void R_WorldVisibility(entity_render_t *ent)
        vec3_t modelorg;
        mleaf_t *viewleaf;
 
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
        R_PVSUpdate(ent, viewleaf);
 
@@ -1771,8 +1802,13 @@ void R_DrawWorld(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (!ent->model->brushq1.numleafs && ent->model->Draw)
-               ent->model->Draw(ent);
+       if (!ent->model->brushq1.num_leafs)
+       {
+               if (ent->model->DrawSky)
+                       ent->model->DrawSky(ent);
+               if (ent->model->Draw)
+                       ent->model->Draw(ent);
+       }
        else
        {
                R_PrepareSurfaces(ent);
@@ -1804,16 +1840,17 @@ void R_Model_Brush_Draw(entity_render_t *ent)
 
 void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
+#if 0
        int i;
        msurface_t *surf;
        float projectdistance, f, temp[3], lightradius2;
-       surfmesh_t *mesh;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
        lightradius2 = lightradius * lightradius;
        R_UpdateTextureInfo(ent);
-       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       //projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
        for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
        {
                if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
@@ -1828,48 +1865,114 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
                                temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
                                temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
                                if (DotProduct(temp, temp) < lightradius2)
-                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_VolumeFromSphere(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, projectdistance, lightradius);
                        }
                }
        }
-}
-
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
-       int surfnum;
+#else
+       int t, leafnum, marksurfnum, trianglenum;
+       const int *e;
        msurface_t *surf;
-       texture_t *t;
-       surfmesh_t *mesh;
+       mleaf_t *leaf;
+       const qbyte *pvs;
+       float projectdistance;
+       const float *v[3];
+       vec3_t lightmins, lightmaxs;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
        R_UpdateTextureInfo(ent);
-       for (surfnum = 0;surfnum < numsurfaces;surfnum++)
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       lightmins[0] = relativelightorigin[0] - lightradius;
+       lightmins[1] = relativelightorigin[1] - lightradius;
+       lightmins[2] = relativelightorigin[2] - lightradius;
+       lightmaxs[0] = relativelightorigin[0] + lightradius;
+       lightmaxs[1] = relativelightorigin[1] + lightradius;
+       lightmaxs[2] = relativelightorigin[2] + lightradius;
+       /*
+       R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+       maxmarksurfaces = sizeof(surfacelist) / sizeof(surfacelist[0]);
+       ent->model->brushq1.GetVisible(ent->model, relativelightorigin, lightmins, lightmaxs, 0, NULL, NULL, maxmarkleafs, markleaf, &nummarkleafs);
+       for (marksurfacenum = 0;marksurfacenum < nummarksurfaces;marksurfacenum++)
+       {
+               surf = marksurface[marksurfacenum];
+               if (surf->shadowmark != shadowmarkcount)
+               {
+                       surf->shadowmark = shadowmarkcount;
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                       {
+                               for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                               {
+                                       v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                       v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                       v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               shadowmarklist[numshadowmark++] = t;
+                               }
+                       }
+               }
+       }
+       */
+       R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
+       if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
        {
-               surf = surflist[surfnum];
-               if (surf->visframe == r_framecount)
+               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+               // FIXME: use BSP recursion in q1bsp as dlights are often small
+               for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                       {
+                               for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+                               {
+                                       surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+                                       if (surf->shadowmark != shadowmarkcount)
+                                       {
+                                               surf->shadowmark = shadowmarkcount;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                                               {
+                                                       for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                                                       {
+                                                               v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                                       shadowmarklist[numshadowmark++] = t;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+       else
+       {
+               for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
                {
-                       t = surf->texinfo->texture->currentframe;
-                       if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
                        {
-                               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                               for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
                                {
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+                                       v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                       v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                       v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               shadowmarklist[numshadowmark++] = t;
                                }
                        }
                }
        }
+       R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+#endif
 }
 
-void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       int surfnum;
+       int leafnum, marksurfnum;
        msurface_t *surf;
+       mleaf_t *leaf;
+       const qbyte *pvs;
        texture_t *t;
-       float f, lightmins[3], lightmaxs[3];
-       surfmesh_t *mesh;
+       float lightmins[3], lightmaxs[3];
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1880,104 +1983,486 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        lightmaxs[1] = relativelightorigin[1] + lightradius;
        lightmaxs[2] = relativelightorigin[2] + lightradius;
        R_UpdateTextureInfo(ent);
-       for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+       shadowmarkcount++;
+       if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
        {
-               if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+               for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
                {
-                       f = PlaneDiff(relativelightorigin, surf->plane);
-                       if (surf->flags & SURF_PLANEBACK)
-                               f = -f;
-                       if (f >= -0.1 && f < lightradius)
+                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
                        {
-                               t = surf->texinfo->texture->currentframe;
-                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                               for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
                                {
-                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                                       surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+                                       if (surf->shadowmark != shadowmarkcount)
                                        {
-                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
+                                               surf->shadowmark = shadowmarkcount;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
+                                               {
+                                                       t = surf->texinfo->texture->currentframe;
+                                                       if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                                                       {
+                                                               R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                                               R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                                                       }
+                                               }
                                        }
                                }
                        }
                }
        }
+       else
+       {
+               for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
+                       {
+                               t = surf->texinfo->texture->currentframe;
+                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                               {
+                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                               }
+                       }
+               }
+       }
 }
 
 void R_DrawCollisionBrush(colbrushf_t *brush)
 {
        int i;
        i = ((int)brush) / sizeof(colbrushf_t);
-       GL_Color((i & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_colorscale, 0.2f);
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
        GL_VertexPointer(brush->points->v);
        R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
 }
 
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
 {
        rmeshstate_t m;
-       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
+       if (!face->num_triangles)
                return;
-       face->visframe = r_framecount;
+       c_faces++;
+       if (skyrendernow)
+       {
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
+       }
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+       if (skyrendermasked)
+       {
+               // depth-only (masking)
+               GL_ColorMask(0,0,0,0);
+               // just to make sure that braindead drivers don't draw anything
+               // despite that colormask...
+               GL_BlendFunc(GL_ZERO, GL_ONE);
+       }
+       else
+       {
+               // fog sky
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+       }
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_ColorMask(1,1,1,1);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       if (face->texture->skin.glow)
+       {
+               m.tex[0] = R_GetTexture(face->texture->skin.glow);
+               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+               GL_Color(1, 1, 1, 1);
+       }
+       else
+               GL_Color(0, 0, 0, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       m.tex[1] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+       m.texrgbscale[1] = 2;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       if (face->lightmaptexture)
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+       if (r_shadow_realtime_world.integer)
+               GL_Color(r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, r_shadow_realtime_world_lightmaps.value, 1);
+       else
+               GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       if (face->texture->skin.glow)
        {
-               m.tex[1] = R_GetTexture(face->lightmaptexture);
-               m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
-               m.texrgbscale[1] = 2;
-               GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+               m.tex[0] = R_GetTexture(face->texture->skin.glow);
+               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+               GL_Color(1, 1, 1, 1);
        }
        else
+               GL_Color(0, 0, 0, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
+{
+       int i;
+       float mul;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       mul = 2.0f;
+       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+               mul *= r_shadow_realtime_world_lightmaps.value;
+       if (mul == 2 && gl_combine.integer)
        {
                m.texrgbscale[0] = 2;
                GL_ColorPointer(face->data_color4f);
        }
+       else if (mul == 1)
+               GL_ColorPointer(face->data_color4f);
+       else
+       {
+               for (i = 0;i < face->num_vertices;i++)
+               {
+                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
+                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
+                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+               }
+               GL_ColorPointer(varray_color4f);
+       }
        R_Mesh_State_Texture(&m);
        GL_VertexPointer(face->data_vertex3f);
-       R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
-/*
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3mface_t *face)
+{
+       int i;
+       float mul;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_Mesh_State_Texture(&m);
+       mul = 2.0f;
+       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value != 1)
+               mul *= r_shadow_realtime_world_lightmaps.value;
+       if (mul == 1)
+               GL_ColorPointer(face->data_color4f);
+       else
+       {
+               for (i = 0;i < face->num_vertices;i++)
+               {
+                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+               }
+               GL_ColorPointer(varray_color4f);
+       }
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
 {
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+       const entity_render_t *ent = voident;
+       q3mface_t *face = ent->model->brushq3.data_faces + facenumber;
+       rmeshstate_t m;
+       R_Mesh_Matrix(&ent->matrix);
+       memset(&m, 0, sizeof(m));
+       if (ent->effects & EF_ADDITIVE)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       else
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       // LordHavoc: quake3 was not able to do this; lit transparent surfaces
+       if (gl_combine.integer)
+       {
+               m.texrgbscale[0] = 2;
+               if (r_textureunits.integer >= 2)
+               {
+                       m.tex[1] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+                       GL_Color(1, 1, 1, ent->alpha);
+               }
+               else
+               {
+                       if (ent->alpha == 1)
+                               GL_ColorPointer(face->data_color4f);
+                       else
+                       {
+                               int i;
+                               for (i = 0;i < face->num_vertices;i++)
+                               {
+                                       varray_color4f[i*4+0] = face->data_color4f[i*4+0];
+                                       varray_color4f[i*4+1] = face->data_color4f[i*4+1];
+                                       varray_color4f[i*4+2] = face->data_color4f[i*4+2];
+                                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+                               }
+                               GL_ColorPointer(varray_color4f);
+                       }
+               }
+       }
+       else
+       {
+               int i;
+               for (i = 0;i < face->num_vertices;i++)
+               {
+                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
+                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
+                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
+                       varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+               }
+               GL_ColorPointer(varray_color4f);
+       }
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       qglDisable(GL_CULL_FACE);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       qglEnable(GL_CULL_FACE);
+}
+
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+       if (!face->num_triangles)
+               return;
+       if (face->texture->surfaceparms)
+       {
+               if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
+                       return;
+       }
+       c_faces++;
+       face->visframe = r_framecount;
+       if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+       {
+               vec3_t facecenter, center;
+               facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+               facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+               facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+               Matrix4x4_Transform(&ent->matrix, facecenter, center);
+               R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+               return;
+       }
+       R_Mesh_Matrix(&ent->matrix);
+       if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+       else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+       {
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+               if (face->texture->skin.glow)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+       }
+       else if (face->lightmaptexture)
+       {
+               if (gl_lightmaps.integer)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
+               else
+               {
+                       if (r_textureunits.integer >= 2 && gl_combine.integer)
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+                       else
+                       {
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+                       }
+                       if (face->texture->skin.glow)
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+               }
+       }
+       else
+       {
+               if (gl_lightmaps.integer)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
+               else
+               {
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+                       if (face->texture->skin.glow)
+                               R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+               }
+       }
+       if (r_ambient.value)
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
 }
-*/
 
 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
 {
        int i;
        q3mleaf_t *leaf;
-       q3mface_t *face;
-       while (node->isnode)
+       for (;;)
        {
                if (R_CullBox(node->mins, node->maxs))
                        return;
+               if (!node->plane)
+                       break;
+               c_nodes++;
                R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
                node = node->children[1];
        }
-       if (R_CullBox(node->mins, node->maxs))
-               return;
        leaf = (q3mleaf_t *)node;
-       if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
+       if (CHECKPVSBIT(pvs, leaf->clusterindex))
        {
+               c_leafs++;
                for (i = 0;i < leaf->numleaffaces;i++)
+                       leaf->firstleafface[i]->markframe = markframe;
+       }
+}
+
+// FIXME: num_leafs needs to be recalculated at load time to include only
+// node-referenced leafs, as some maps are incorrectly compiled with leafs for
+// the submodels (which would render the submodels occasionally, as part of
+// the world - not good)
+void R_Q3BSP_MarkLeafPVS(entity_render_t *ent, qbyte *pvs, int markframe)
+{
+       int i, j;
+       q3mleaf_t *leaf;
+       for (j = 0, leaf = ent->model->brushq3.data_leafs;j < ent->model->brushq3.num_leafs;j++, leaf++)
+       {
+               if (CHECKPVSBIT(pvs, leaf->clusterindex))
                {
-                       face = leaf->firstleafface[i];
-                       if (face->markframe != markframe)
-                       {
-                               face->markframe = markframe;
-                               if (!R_CullBox(face->mins, face->maxs))
-                                       R_Q3BSP_DrawFace(ent, face);
-                       }
+                       c_leafs++;
+                       for (i = 0;i < leaf->numleaffaces;i++)
+                               leaf->firstleafface[i]->markframe = markframe;
                }
        }
 }
 
+static int r_q3bsp_framecount = -1;
 
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+       int i;
+       q3mface_t *face;
+       vec3_t modelorg;
+       model_t *model;
+       qbyte *pvs;
+       R_Mesh_Matrix(&ent->matrix);
+       model = ent->model;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               {
+                       if (r_q3bsp_framecount != r_framecount)
+                       {
+                               r_q3bsp_framecount = r_framecount;
+                               R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+                               //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+                       }
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (face->markframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
+                                       R_Q3BSP_DrawSkyFace(ent, face);
+               }
+               else
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
+                                       R_Q3BSP_DrawSkyFace(ent, face);
+       }
+}
 
 void R_Q3BSP_Draw(entity_render_t *ent)
 {
@@ -1986,14 +2471,23 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        vec3_t modelorg;
        model_t *model;
        qbyte *pvs;
-       static int markframe = 0;
        R_Mesh_Matrix(&ent->matrix);
        model = ent->model;
        if (r_drawcollisionbrushes.integer < 2)
        {
-               Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
-                       R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               {
+                       if (r_q3bsp_framecount != r_framecount)
+                       {
+                               r_q3bsp_framecount = r_framecount;
+                               R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+                               //R_Q3BSP_MarkLeafPVS(ent, pvs, r_framecount);
+                       }
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+                                       R_Q3BSP_DrawFace(ent, face);
+               }
                else
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                                R_Q3BSP_DrawFace(ent, face);
@@ -2006,58 +2500,128 @@ void R_Q3BSP_Draw(entity_render_t *ent)
                GL_DepthMask(false);
                GL_DepthTest(true);
                R_Mesh_State_Texture(&m);
+               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
                for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
                        if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
                                R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+               qglPolygonOffset(0, 0);
        }
 }
 
-/*
-void R_Q3BSP_DrawFakeShadow(entity_render_t *ent)
-{
-}
-*/
-
 void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
+#if 0
        int i;
        q3mface_t *face;
        vec3_t modelorg, lightmins, lightmaxs;
        model_t *model;
        float projectdistance;
-       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
        if (r_drawcollisionbrushes.integer < 2)
        {
                model = ent->model;
                R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                lightmins[0] = relativelightorigin[0] - lightradius;
                lightmins[1] = relativelightorigin[1] - lightradius;
                lightmins[2] = relativelightorigin[2] - lightradius;
                lightmaxs[0] = relativelightorigin[0] + lightradius;
                lightmaxs[1] = relativelightorigin[1] + lightradius;
                lightmaxs[2] = relativelightorigin[2] + lightradius;
-               //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
                //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
                //else
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                                if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_VolumeFromSphere(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
        }
+#else
+       int j, t, leafnum, marksurfnum;
+       const int *e;
+       const qbyte *pvs;
+       const float *v[3];
+       q3mface_t *face;
+       q3mleaf_t *leaf;
+       vec3_t modelorg, lightmins, lightmaxs;
+       model_t *model;
+       float projectdistance;
+       projectdistance = lightradius + ent->model->radius;//projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               model = ent->model;
+               R_Mesh_Matrix(&ent->matrix);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               lightmins[0] = relativelightorigin[0] - lightradius;
+               lightmins[1] = relativelightorigin[1] - lightradius;
+               lightmins[2] = relativelightorigin[2] - lightradius;
+               lightmaxs[0] = relativelightorigin[0] + lightradius;
+               lightmaxs[1] = relativelightorigin[1] + lightradius;
+               lightmaxs[2] = relativelightorigin[2] + lightradius;
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+               {       
+                       for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                               {
+                                       for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+                                       {
+                                               face = leaf->firstleafface[marksurfnum];
+                                               if (face->shadowmark != shadowmarkcount)
+                                               {
+                                                       face->shadowmark = shadowmarkcount;
+                                                       if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                                                       {
+                                                               for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                                               {
+                                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                                               shadowmarklist[numshadowmark++] = t;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                               {
+                                       for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                       {
+                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       shadowmarklist[numshadowmark++] = t;
+                                       }
+                               }
+                       }
+               }
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
+       }
+#endif
 }
 
-void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
+       if ((face->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || !face->num_triangles)
                return;
-       R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
-       R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
+       R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, lightcubemap);
+       R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, lightcubemap);
 }
 
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       int i;
+       int leafnum, marksurfnum;
+       const qbyte *pvs;
        q3mface_t *face;
+       q3mleaf_t *leaf;
        vec3_t modelorg, lightmins, lightmaxs;
        model_t *model;
        //qbyte *pvs;
@@ -2066,19 +2630,40 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
        {
                model = ent->model;
                R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                lightmins[0] = relativelightorigin[0] - lightradius;
                lightmins[1] = relativelightorigin[1] - lightradius;
                lightmins[2] = relativelightorigin[2] - lightradius;
                lightmaxs[0] = relativelightorigin[0] + lightradius;
                lightmaxs[1] = relativelightorigin[1] + lightradius;
                lightmaxs[2] = relativelightorigin[2] + lightradius;
-               //if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
-               //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
-               //else
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz);
+
+               if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+               {       
+                       pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+                       for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                               {
+                                       for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+                                       {
+                                               face = leaf->firstleafface[marksurfnum];
+                                               if (face->shadowmark != shadowmarkcount)
+                                               {
+                                                       face->shadowmark = shadowmarkcount;
+                                                       if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
+                                                               R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
+                                       R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+               }
        }
 }
 
@@ -2102,14 +2687,14 @@ void GL_Surf_Init(void)
                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_drawcollisionbrushes_polygonfactor);
        Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&gl_lightmaps);
 
        R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }