]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
fixed animated textures in realtime lighting mode (now calls R_UpdateTextureInfo)
[xonotic/darkplaces.git] / gl_rsurf.c
index 3e237555beb2ac7c1276c5f9ce367f205f96e94f..5adf08f65e93fb777dae23b69ee9e9835d94ffd0 100644 (file)
@@ -35,7 +35,27 @@ 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];
 
@@ -44,6 +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;
 
@@ -51,17 +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;
@@ -96,10 +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;
@@ -137,6 +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;
 
@@ -144,17 +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;
@@ -189,10 +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;
@@ -234,7 +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;
 
@@ -249,7 +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;
@@ -286,8 +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;
@@ -295,9 +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;
                                }
                        }
@@ -309,9 +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);
                                }
                        }
                }
@@ -335,7 +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
@@ -368,8 +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;
@@ -677,21 +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;
                                }
                        }
@@ -722,7 +749,7 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        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);
@@ -736,17 +763,18 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        GL_DepthTest(true);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
-
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
-       qglColorMask(1,1,1,1);
+       GL_ColorMask(1,1,1,1);
 }
 
 static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
@@ -754,262 +782,276 @@ 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;
        rmeshstate_t m;
-       float alpha;
+       float currentalpha;
        float modelorg[3];
        texture_t *texture;
-       matrix4x4_t tempmatrix;
-       float   args[4] = {0.05f,0,0,0.04f};
-
-       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);
-               R_Mesh_TextureMatrix(0, &tempmatrix);
-       }
+       float args[4] = {0.05f,0,0,0.04f};
+       int rendertype;
 
        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;
-       alpha = texture->currentalpha;
-       if (texture->rendertype == SURFRENDER_ADD)
+       currentalpha = texture->currentalpha;
+       if (ent->effects & EF_ADDITIVE)
        {
+               rendertype = SURFRENDER_ADD;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
        }
-       else if (texture->rendertype == SURFRENDER_ALPHA)
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
        {
+               rendertype = SURFRENDER_ALPHA;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_DepthMask(false);
        }
        else
        {
+               rendertype = SURFRENDER_OPAQUE;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
+       GL_DepthTest(true);
+       GL_Color(1, 1, 1, currentalpha);
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = surf->mesh.data_vertex3f;
        if (gl_textureshader && r_watershader.value && !fogenabled)
        {
                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);
-       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)
-       {
-               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)
-       {
-               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_VertexPointer(surf->mesh.data_vertex3f);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_REPLACE;
                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);
+               m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
+               Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+               R_Mesh_State(&m);
+
+               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_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_LockArrays(0, surf->mesh.num_vertices);
                R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-       }
+               GL_LockArrays(0, 0);
 
-       if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
-       {
-               Matrix4x4_CreateIdentity(&tempmatrix);
-               R_Mesh_TextureMatrix(0, &tempmatrix);
-               R_Mesh_TextureMatrix(1, &tempmatrix);
+               qglDisable(GL_TEXTURE_SHADER_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(0);
        }
-}
-
-static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       msurface_t **chain;
-       vec3_t center;
-       if (texture->rendertype != SURFRENDER_OPAQUE)
+       else
        {
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+               RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               m.pointer_color = varray_color4f;
+               m.tex[0] = R_GetTexture(texture->skin.base);
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               if (r_waterscroll.value)
                {
-                       if (surf->visframe == r_framecount)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
-                       }
+                       // scrolling in texture matrix
+                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+               }
+               R_Mesh_State(&m);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
+               if (fogenabled && rendertype != SURFRENDER_ADD)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+                       m.tex[0] = R_GetTexture(texture->skin.fog);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
-       else
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                       if (surf->visframe == r_framecount)
-                               RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
 }
 
-static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
+static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
 {
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+       int rendertype;
+       float currentalpha;
+       texture_t *texture;
        float base, colorscale;
        rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-       memset(&m, 0, sizeof(m));
-       if (rendertype == SURFRENDER_ADD)
+       vec3_t modelorg;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       R_Mesh_Matrix(&ent->matrix);
+
+       texture = surf->texinfo->texture;
+       if (texture->animated)
+               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
+
+       currentalpha = ent->alpha;
+       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       GL_DepthTest(true);
+       if (ent->effects & EF_ADDITIVE)
        {
+               rendertype = SURFRENDER_ADD;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
        }
-       else if (rendertype == SURFRENDER_ALPHA)
+       else if (currentalpha < 1 || texture->skin.fog != NULL)
        {
+               rendertype = SURFRENDER_ALPHA;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_DepthMask(false);
        }
        else
        {
+               rendertype = SURFRENDER_OPAQUE;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = 1;
-       if (gl_combine.integer)
+
        {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(texture->skin.base);
+               colorscale = 1;
+               if (gl_combine.integer)
+               {
+                       m.texrgbscale[0] = 4;
+                       colorscale *= 0.25f;
+               }
+               m.pointer_color = varray_color4f;
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               R_Mesh_State(&m);
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+               if (!(ent->effects & EF_FULLBRIGHT))
+               {
+                       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);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
        }
-       base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       GL_DepthTest(true);
-       GL_ColorPointer(varray_color4f);
-
-       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))
+       if (texture->skin.glow)
        {
-               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);
+               memset(&m, 0, sizeof(m));
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.pointer_color = varray_color4f;
+               m.tex[0] = R_GetTexture(texture->skin.glow);
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               if (m.tex[0])
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               R_Mesh_State(&m);
+               RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
+       }
+       if (fogenabled && rendertype != SURFRENDER_ADD)
+       {
+               memset(&m, 0, sizeof(m));
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.pointer_color = varray_color4f;
+               m.tex[0] = R_GetTexture(texture->skin.fog);
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               if (m.tex[0])
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               R_Mesh_State(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+               GL_LockArrays(0, surf->mesh.num_vertices);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, 0);
        }
-       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)
-{
-       rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.glow);
-       GL_ColorPointer(varray_color4f);
-
-       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)
+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;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+       int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
        GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.fog);
-       GL_ColorPointer(varray_color4f);
+       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)
+       {
+               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);
 
-       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);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       m.tex[1] = lightmaptexturenum;
+                       m.pointer_vertex = 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(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+       }
 }
 
-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;
        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);
-       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)
        {
                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.tex[1] = lightmaptexturenum;
+                       m.pointer_vertex = 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_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
 
-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;
        rmeshstate_t m;
@@ -1020,24 +1062,24 @@ 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(1, 1, 1, 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)
                {
                        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.tex[1] = lightmaptexturenum;
+                       m.pointer_vertex = 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_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
@@ -1051,15 +1093,20 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        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)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
@@ -1070,27 +1117,23 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
        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(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.tex[0] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
@@ -1100,22 +1143,24 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        const msurface_t *surf;
        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);
        GL_DepthTest(true);
-       GL_ColorPointer(varray_color4f);
+       m.pointer_color = varray_color4f;
        while((surf = *surfchain++) != NULL)
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        if (m.tex[0])
                                m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
                        RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
@@ -1134,10 +1179,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
@@ -1156,14 +1203,17 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
 
+/*
 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
@@ -1180,76 +1230,105 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State_Texture(&m);
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
                        R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
                }
        }
 }
+*/
 
-static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata2)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       int rendertype;
-       float currentalpha;
-       texture_t *texture;
-       R_Mesh_Matrix(&ent->matrix);
-
-       texture = surf->texinfo->texture;
-       if (texture->animated)
-               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-
-       currentalpha = ent->alpha;
-       if (ent->effects & EF_ADDITIVE)
-               rendertype = SURFRENDER_ADD;
-       else if (currentalpha < 1 || texture->skin.fog != NULL)
-               rendertype = SURFRENDER_ALPHA;
+       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
-               rendertype = SURFRENDER_OPAQUE;
-
-       RSurfShader_Wall_Pass_BaseVertex(ent, surf, texture, rendertype, currentalpha);
-       if (texture->skin.glow)
-               RSurfShader_Wall_Pass_Glow(ent, surf, texture, rendertype, currentalpha);
-       if (fogenabled)
-               RSurfShader_Wall_Pass_Fog(ent, surf, texture, rendertype, currentalpha);
+               GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+                       m.tex[0] = lightmaptexturenum;
+                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, surf->mesh.num_vertices);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+       }
 }
 
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+static void R_DrawSurfaceChain(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
        msurface_t **chain;
        vec3_t center;
-       if (texture->rendertype != SURFRENDER_OPAQUE)
+       if (texture->flags & SURF_LIGHTMAP)
        {
-               // transparent vertex shaded from lightmap
-               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+               if (gl_lightmaps.integer)
                {
-                       if (surf->visframe == r_framecount)
+                       RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
+                       if (fogenabled)
+                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+               }
+               else if (texture->rendertype != SURFRENDER_OPAQUE)
+               {
+                       // transparent vertex shaded from lightmap
+                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
                        {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+                               if (surf->visframe == r_framecount)
+                               {
+                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->brushq1.surfaces);
+                               }
                        }
                }
-       }
-       else if (r_shadow_realtime_world.integer)
-       {
-               // opaque base lighting
-               RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-       }
-       else
-       {
-               // opaque lightmapped
-               if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                       RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture, surfchain);
-               else if (r_textureunits.integer >= 2)
+               else if (ent->effects & EF_FULLBRIGHT || r_fullbright.integer)
+               {
+                       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_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.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)
+               {
+                       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)
                {
-                       RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture, surfchain);
+                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(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
                {
@@ -1257,26 +1336,32 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                        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 if (texture->flags & SURF_DRAWTURB)
+       {
+               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+               {
+                       if (surf->visframe == r_framecount)
+                       {
+                               if (texture->rendertype == SURFRENDER_OPAQUE)
+                                       RSurfShader_Water_Callback(ent, surf - ent->model->brushq1.surfaces);
+                               else
+                               {
+                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
+                                       R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->brushq1.surfaces);
+                               }
+                       }
                }
-               if (texture->skin.glow)
-                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
-               if (fogenabled)
-                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
        }
+       else if (texture->flags & SURF_DRAWSKY)
+               RSurfShader_Sky(ent, texture, surfchain);
 }
 
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
-
-int Cshader_count = 3;
-Cshader_t *Cshaders[3] =
-{
-       &Cshader_wall_lightmap,
-       &Cshader_water,
-       &Cshader_sky
-};
-
 void R_UpdateTextureInfo(entity_render_t *ent)
 {
        int i, texframe, alttextures;
@@ -1317,7 +1402,7 @@ 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;
@@ -1327,10 +1412,9 @@ 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;
        }
@@ -1375,16 +1459,20 @@ void R_PrepareSurfaces(entity_render_t *ent)
        }
 }
 
-void R_DrawSurfaces(entity_render_t *ent, int type, msurface_t ***chains)
+void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
 {
-       int i;
+       int i, f;
        texture_t *t;
-       if (ent->model == NULL)
+       model_t *model = ent->model;
+       if (model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
-       for (i = 0, t = ent->model->brushq1.textures;i < ent->model->brushq1.numtextures;i++, t++)
-               if (t->shader->shaderfunc[type] && t->currentframe && chains[i] != NULL)
-                       t->shader->shaderfunc[type](ent, t->currentframe, chains[i]);
+       for (i = 0, t = model->brushq1.textures;i < model->brushq1.numtextures;i++, t++)
+       {
+               f = t->flags & flagsmask;
+               if (f && t->currentframe && model->brushq1.pvstexturechains[i] != NULL)
+                       R_DrawSurfaceChain(ent, t->currentframe, model->brushq1.pvstexturechains[i]);
+       }
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1398,17 +1486,17 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        GL_DepthMask(false);
        GL_DepthTest(true);
        R_Mesh_Matrix(&ent->matrix);
-       GL_VertexPointer(varray_vertex3f);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
 
        i = portal - ent->model->brushq1.portals;
        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);
@@ -1416,7 +1504,9 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        else
                for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
                        VectorCopy(portal->points[i].position, v);
+       GL_LockArrays(0, portal->numpoints);
        R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
+       GL_LockArrays(0, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -1457,7 +1547,7 @@ 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;
@@ -1496,7 +1586,7 @@ 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)
        {
@@ -1531,7 +1621,7 @@ 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;
@@ -1548,7 +1638,7 @@ 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;
@@ -1595,8 +1685,7 @@ 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;
                                }
                        }
@@ -1621,11 +1710,10 @@ 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;
@@ -1644,7 +1732,7 @@ 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);
 
@@ -1661,7 +1749,7 @@ void R_DrawWorld(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (!ent->model->brushq1.numleafs)
+       if (!ent->model->brushq1.num_leafs)
        {
                if (ent->model->DrawSky)
                        ent->model->DrawSky(ent);
@@ -1671,8 +1759,8 @@ void R_DrawWorld(entity_render_t *ent)
        else
        {
                R_PrepareSurfaces(ent);
-               R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
-               R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+               R_DrawSurfaces(ent, SURF_DRAWSKY);
+               R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
                if (r_drawportals.integer)
                        R_DrawPortals(ent);
        }
@@ -1684,7 +1772,7 @@ void R_Model_Brush_DrawSky(entity_render_t *ent)
                return;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_SKY, ent->model->brushq1.pvstexturechains);
+       R_DrawSurfaces(ent, SURF_DRAWSKY);
 }
 
 void R_Model_Brush_Draw(entity_render_t *ent)
@@ -1694,71 +1782,162 @@ void R_Model_Brush_Draw(entity_render_t *ent)
        c_bmodels++;
        if (ent != &cl_entities[0].render)
                R_PrepareBrushModel(ent);
-       R_DrawSurfaces(ent, SHADERSTAGE_NORMAL, ent->model->brushq1.pvstexturechains);
+       R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
 }
 
-void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Model_Brush_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
 {
-       int i;
-       msurface_t *surf;
-       float projectdistance, f, temp[3], lightradius2;
-       if (ent->model == NULL)
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs;
+       int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+       const int *e;
+       const float *v[3];
+       msurface_t *surface;
+       mleaf_t *leaf;
+       const qbyte *pvs;
+       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;
+       *outnumclusterspointer = 0;
+       *outnumsurfacespointer = 0;
+       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+       memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3);
+       if (model == NULL)
+       {
+               VectorCopy(lightmins, outmins);
+               VectorCopy(lightmaxs, outmaxs);
                return;
-       R_Mesh_Matrix(&ent->matrix);
-       lightradius2 = lightradius * lightradius;
-       R_UpdateTextureInfo(ent);
-       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
-       for (i = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;i < ent->model->brushq1.nummodelsurfaces;i++, surf++)
+       }
+       VectorCopy(relativelightorigin, outmins);
+       VectorCopy(relativelightorigin, outmaxs);
+       if (model->brush.GetPVS)
+               pvs = model->brush.GetPVS(model, relativelightorigin);
+       else
+               pvs = NULL;
+       // FIXME: use BSP recursion as lights are often small
+       for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
        {
-               if (surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && surf->flags & SURF_SHADOWCAST)
+               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
                {
-                       f = PlaneDiff(relativelightorigin, surf->plane);
-                       if (surf->flags & SURF_PLANEBACK)
-                               f = -f;
-                       // draw shadows only for frontfaces and only if they are close
-                       if (f >= 0.1 && f < lightradius)
+                       outmins[0] = min(outmins[0], leaf->mins[0]);
+                       outmins[1] = min(outmins[1], leaf->mins[1]);
+                       outmins[2] = min(outmins[2], leaf->mins[2]);
+                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+                       if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                       {
+                               SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                               outclusterlist[outnumclusters++] = leaf->clusterindex;
+                       }
+                       for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
                        {
-                               temp[0] = bound(surf->poly_mins[0], relativelightorigin[0], surf->poly_maxs[0]) - relativelightorigin[0];
-                               temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
-                               temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
-                               if (DotProduct(temp, temp) < lightradius2)
-                                       R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                               surfaceindex = leaf->firstmarksurface[marksurfaceindex];
+                               if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                               {
+                                       surface = model->brushq1.surfaces + surfaceindex;
+                                       if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+                                       {
+                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, 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])))
+                                                       {
+                                                               SETPVSBIT(outsurfacepvs, surfaceindex);
+                                                               outsurfacelist[outnumsurfaces++] = surfaceindex;
+                                                               break;
+                                                       }
+                                               }
+                                       }
+                               }
                        }
                }
        }
+
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(outmins[0], lightmins[0]);
+       outmins[1] = max(outmins[1], lightmins[1]);
+       outmins[2] = max(outmins[2], lightmins[2]);
+       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+       *outnumclusterspointer = outnumclusters;
+       *outnumsurfacespointer = outnumsurfaces;
 }
 
-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_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
 {
-       int surfnum;
-       msurface_t *surf;
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs;
+       msurface_t *surface;
+       int surfacelistindex, j, t;
+       const int *e;
+       const float *v[3];
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               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_Mesh_Matrix(&ent->matrix);
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+                       for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.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, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+       }
+}
+
+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 numsurfaces, const int *surfacelist)
+{
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs, modelorg;
+       msurface_t *surface;
        texture_t *t;
-       float f, lightmins[3], lightmaxs[3];
-       if (ent->model == NULL)
-               return;
-       R_Mesh_Matrix(&ent->matrix);
-       lightmins[0] = relativelightorigin[0] - lightradius;
-       lightmins[1] = relativelightorigin[1] - lightradius;
-       lightmins[2] = relativelightorigin[2] - lightradius;
-       lightmaxs[0] = relativelightorigin[0] + lightradius;
-       lightmaxs[1] = relativelightorigin[1] + lightradius;
-       lightmaxs[2] = relativelightorigin[2] + lightradius;
-       R_UpdateTextureInfo(ent);
-       for (surfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;surfnum < ent->model->brushq1.nummodelsurfaces;surfnum++, surf++)
+       int surfacelistindex;
+       if (r_drawcollisionbrushes.integer < 2)
        {
-               if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(surf->poly_mins, surf->poly_maxs, lightmins, lightmaxs))
+               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_Mesh_Matrix(&ent->matrix);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               R_UpdateTextureInfo(ent);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       f = PlaneDiff(relativelightorigin, surf->plane);
-                       if (surf->flags & SURF_PLANEBACK)
-                               f = -f;
-                       if (f >= -0.1 && f < lightradius)
+                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+                       if (r_shadow_compilingrtlight)
                        {
-                               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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                       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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
-                               }
+                               // if compiling an rtlight, capture the mesh
+                               t = surface->texinfo->texture;
+                               if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                       }
+                       else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
+                       {
+                               t = surface->texinfo->texture->currentframe;
+                               if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
+                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
                        }
                }
        }
@@ -1767,10 +1946,31 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
 void R_DrawCollisionBrush(colbrushf_t *brush)
 {
        int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
        i = ((int)brush) / sizeof(colbrushf_t);
        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);
+       GL_LockArrays(0, brush->numpoints);
        R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
+
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
+{
+       int i;
+       rmeshstate_t m;
+       if (!face->num_collisiontriangles)
+               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = face->data_collisionvertex3f;
+       R_Mesh_State(&m);
+       i = ((int)face) / sizeof(q3mface_t);
+       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_LockArrays(0, face->num_collisionvertices);
+       R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
+       GL_LockArrays(0, 0);
 }
 
 void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
@@ -1778,6 +1978,7 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
        rmeshstate_t m;
        if (!face->num_triangles)
                return;
+       c_faces++;
        if (skyrendernow)
        {
                skyrendernow = false;
@@ -1791,7 +1992,7 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
        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);
@@ -1805,11 +2006,13 @@ void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
        GL_DepthTest(true);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
 
-       GL_VertexPointer(face->data_vertex3f);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       qglColorMask(1,1,1,1);
+       GL_LockArrays(0, 0);
+       GL_ColorMask(1,1,1,1);
 }
 
 void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
@@ -1827,12 +2030,14 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t
        }
        else
                GL_Color(0, 0, 0, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
 }
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmap(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
 {
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
@@ -1845,9 +2050,11 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmap(entity_render_t *ent, q3mf
        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);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
 }
 
 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
@@ -1860,24 +2067,48 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *f
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
        GL_Color(1, 1, 1, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
 }
 
 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_ONE, GL_SRC_COLOR);
-       GL_DepthMask(true);
+       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);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
+}
+
+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);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
 }
 
 void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
@@ -1885,7 +2116,7 @@ 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(true);
+       GL_DepthMask(false);
        GL_DepthTest(true);
        if (face->texture->skin.glow)
        {
@@ -1895,13 +2126,17 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face
        }
        else
                GL_Color(0, 0, 0, 1);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
 }
 
 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);
@@ -1909,69 +2144,245 @@ void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mfac
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       m.texrgbscale[0] = 2;
-       GL_ColorPointer(face->data_color4f);
-       R_Mesh_State_Texture(&m);
-       GL_VertexPointer(face->data_vertex3f);
+       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;
+               m.pointer_color = face->data_color4f;
+       }
+       else if (mul == 1)
+               m.pointer_color = 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];
+               }
+               m.pointer_color = varray_color4f;
+       }
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
+}
+
+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);
+       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)
+               m.pointer_color = 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];
+               }
+               m.pointer_color = varray_color4f;
+       }
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
+}
+
+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);
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       GL_LockArrays(0, face->num_vertices);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
+}
+
+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)
+                               m.pointer_color = 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;
+                               }
+                               m.pointer_color = 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;
+               }
+               m.pointer_color = varray_color4f;
+       }
+       m.pointer_vertex = face->data_vertex3f;
+       R_Mesh_State(&m);
+       qglDisable(GL_CULL_FACE);
+       GL_LockArrays(0, face->num_vertices);
        R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       GL_LockArrays(0, 0);
+       qglEnable(GL_CULL_FACE);
 }
 
 void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
 {
        if (!face->num_triangles)
                return;
-       if (face->texture->renderflags)
-       {
-               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
-                       return;
-               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
-                       return;
+       if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+               return;
+       c_faces++;
+       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;
        }
-       if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
-               qglDisable(GL_CULL_FACE);
        R_Mesh_Matrix(&ent->matrix);
-       face->visframe = r_framecount;
-       if (r_shadow_realtime_world.integer)
+       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 (r_textureunits.integer >= 2)
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmap(ent, face);
+               if (gl_lightmaps.integer)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
                else
                {
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+                       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);
                }
-               if (face->texture->skin.glow)
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(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 (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 (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
-               qglEnable(GL_CULL_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)
+void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
 {
        int i;
        q3mleaf_t *leaf;
-       while (node->isnode)
+       for (;;)
        {
                if (R_CullBox(node->mins, node->maxs))
                        return;
-               R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
+               if (!node->plane)
+                       break;
+               c_nodes++;
+               R_Q3BSP_RecursiveWorldNode(node->children[0]);
                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(r_pvsbits, leaf->clusterindex))
+       {
+               c_leafs++;
                for (i = 0;i < leaf->numleaffaces;i++)
-                       leaf->firstleafface[i]->markframe = markframe;
+                       leaf->firstleafface[i]->visframe = r_framecount;
+       }
+}
+
+// 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(void)
+{
+       int i, j;
+       q3mleaf_t *leaf;
+       for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
+       {
+               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+               {
+                       c_leafs++;
+                       for (i = 0;i < leaf->numleaffaces;i++)
+                               leaf->firstleafface[i]->visframe = r_framecount;
+               }
+       }
 }
 
 static int r_q3bsp_framecount = -1;
@@ -1982,26 +2393,26 @@ void R_Q3BSP_DrawSky(entity_render_t *ent)
        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_origin, modelorg);
-               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               if (ent == &cl_entities[0].render)
                {
                        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_RecursiveWorldNode(model->brushq3.data_nodes);
+                               //R_Q3BSP_MarkLeafPVS();
                        }
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if (face->markframe == r_framecount && (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) && !R_CullBox(face->mins, face->maxs))
+                               if (face->visframe == 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->renderflags & Q3MTEXTURERENDERFLAGS_SKY))
+                               if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
                                        R_Q3BSP_DrawSkyFace(ent, face);
        }
 }
@@ -2017,16 +2428,18 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        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)))
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               if (ent == &cl_entities[0].render)
                {
+                       if (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_RecursiveWorldNode(model->brushq3.data_nodes);
+                               //R_Q3BSP_MarkLeafPVS();
                        }
                        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))
+                               if (face->visframe == r_framecount && !R_CullBox(face->mins, face->maxs))
                                        R_Q3BSP_DrawFace(ent, face);
                }
                else
@@ -2035,79 +2448,171 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        }
        if (r_drawcollisionbrushes.integer >= 1)
        {
-               rmeshstate_t m;
-               memset(&m, 0, sizeof(m));
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                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);
+               for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                       if (face->num_collisiontriangles)
+                               R_Q3BSP_DrawCollisionFace(ent, face);
+               qglPolygonOffset(0, 0);
        }
 }
 
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
 {
-       int i;
-       q3mface_t *face;
-       vec3_t modelorg, lightmins, lightmaxs;
-       model_t *model;
-       float projectdistance;
-       projectdistance = 1000000000.0f;//lightradius + ent->model->radius;
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs;
+       int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+       const int *e;
+       const float *v[3];
+       q3mface_t *surface;
+       q3mleaf_t *leaf;
+       const qbyte *pvs;
+       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;
+       *outnumclusterspointer = 0;
+       *outnumsurfacespointer = 0;
+       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
+       memset(outsurfacepvs, 0, (model->numsurfaces + 7) >> 3);
+       if (model == NULL)
+       {
+               VectorCopy(lightmins, outmins);
+               VectorCopy(lightmaxs, outmaxs);
+               return;
+       }
+       VectorCopy(relativelightorigin, outmins);
+       VectorCopy(relativelightorigin, outmaxs);
+       if (model->brush.GetPVS)
+               pvs = model->brush.GetPVS(model, relativelightorigin);
+       else
+               pvs = NULL;
+       // FIXME: use BSP recursion as lights are often small
+       for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
+       {
+               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+               {
+                       outmins[0] = min(outmins[0], leaf->mins[0]);
+                       outmins[1] = min(outmins[1], leaf->mins[1]);
+                       outmins[2] = min(outmins[2], leaf->mins[2]);
+                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
+                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
+                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
+                       if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                       {
+                               SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                               outclusterlist[outnumclusters++] = leaf->clusterindex;
+                       }
+                       for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
+                       {
+                               surface = leaf->firstleafface[marksurfaceindex];
+                               surfaceindex = surface - model->brushq3.data_faces;
+                               if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                               {
+                                       if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+                                       {
+                                               for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, 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])))
+                                                       {
+                                                               SETPVSBIT(outsurfacepvs, surfaceindex);
+                                                               outsurfacelist[outnumsurfaces++] = surfaceindex;
+                                                               break;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(outmins[0], lightmins[0]);
+       outmins[1] = max(outmins[1], lightmins[1]);
+       outmins[2] = max(outmins[2], lightmins[2]);
+       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
+       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
+       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
+
+       *outnumclusterspointer = outnumclusters;
+       *outnumsurfacespointer = outnumsurfaces;
+}
+
+void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+{
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs;
+       q3mface_t *surface;
+       int surfacelistindex, j, t;
+       const int *e;
+       const float *v[3];
        if (r_drawcollisionbrushes.integer < 2)
        {
-               model = ent->model;
-               R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_origin, 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 (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+               R_Mesh_Matrix(&ent->matrix);
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+                       // FIXME: check some manner of face->rendermode here?
+                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
+                       {
+                               for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->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, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
 }
 
-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)
-{
-       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
-               return;
-       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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
-       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, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
-}
-
-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 numsurfaces, const int *surfacelist)
 {
-       int i;
-       q3mface_t *face;
-       vec3_t modelorg, lightmins, lightmaxs;
-       model_t *model;
-       //qbyte *pvs;
-       //static int markframe = 0;
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs, modelorg;
+       q3mface_t *surface;
+       int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
-               model = ent->model;
-               R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_origin, 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);
+               R_Mesh_Matrix(&ent->matrix);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+                       if (r_shadow_compilingrtlight)
+                       {
+                               // if compiling an rtlight, capture the mesh
+                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
+                       }
+                       else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
+                               R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+               }
        }
 }
 
@@ -2136,7 +2641,9 @@ void GL_Surf_Init(void)
        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);
 }