]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
got rid of node->contents, leaf->contents kept (only needed temporarily during loadin...
[xonotic/darkplaces.git] / gl_rsurf.c
index 81cf02424e338174afaf8e0019e056d6d05ac8d2..6174b9bce708ead378a0cad69dcbf6900d439547 100644 (file)
@@ -38,7 +38,7 @@ cvar_t r_drawportals = {0, "r_drawportals", "0"};
 cvar_t r_testvis = {0, "r_testvis", "0"};
 cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
 cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
 cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
 cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
@@ -446,7 +446,7 @@ void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radi
        invradius = 1.0f / radius;
 
 loc0:
-       if (node->contents < 0)
+       if (!node->plane)
                return;
        ndist = PlaneDiff(origin, node->plane);
        if (ndist > radius)
@@ -535,9 +535,9 @@ loc0:
                }
        }
 
-       if (node->children[0]->contents >= 0)
+       if (node->children[0]->plane)
        {
-               if (node->children[1]->contents >= 0)
+               if (node->children[1]->plane)
                {
                        R_StainNode(node->children[0], model, origin, radius, fcolor);
                        node = node->children[1];
@@ -549,7 +549,7 @@ loc0:
                        goto loc0;
                }
        }
-       else if (node->children[1]->contents >= 0)
+       else if (node->children[1]->plane)
        {
                node = node->children[1];
                goto loc0;
@@ -732,59 +732,6 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
        return lit;
 }
 
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-
-       // sky rendering transparently would be too difficult
-       if (ent->flags & RENDER_TRANSPARENT)
-               return;
-
-       if (skyrendernow)
-       {
-               skyrendernow = false;
-               if (skyrendermasked)
-                       R_Sky();
-       }
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (ent->model->brush.ishlbsp)
-               return;
-       R_Mesh_Matrix(&ent->matrix);
-
-       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-       if (skyrendermasked)
-       {
-               // depth-only (masking)
-               GL_ColorMask(0,0,0,0);
-               // just to make sure that braindead drivers don't draw anything
-               // despite that colormask...
-               GL_BlendFunc(GL_ZERO, GL_ONE);
-       }
-       else
-       {
-               // fog sky
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-       }
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-
-       memset(&m, 0, sizeof(m));
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       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);
-               }
-       }
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-}
-
 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
@@ -944,502 +891,406 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_UpdateTextureInfo(entity_render_t *ent)
 {
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       m.texrgbscale[1] = 2;
-       m.tex[2] = R_GetTexture(texture->skin.detail);
-       m.texrgbscale[2] = 2;
-       if (texture->skin.glow)
-       {
-               m.tex[3] = R_GetTexture(texture->skin.glow);
-               m.texcombinergb[3] = GL_ADD;
-       }
-       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+       int i, texframe, alttextures;
+       texture_t *t;
 
-       while((surf = *surfchain++) != NULL)
+       if (!ent->model)
+               return;
+
+       alttextures = ent->frame != 0;
+       texframe = (int)(r_refdef.time * 5.0f);
+       for (i = 0;i < ent->model->brushq1.numtextures;i++)
        {
-               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);
-               }
+               t = ent->model->brushq1.textures + i;
+               t->currentalpha = ent->alpha;
+               if (t->flags & SURF_WATERALPHA)
+                       t->currentalpha *= r_wateralpha.value;
+               if (ent->effects & EF_ADDITIVE)
+                       t->rendertype = SURFRENDER_ADD;
+               else if (t->currentalpha < 1 || t->skin.fog != NULL)
+                       t->rendertype = SURFRENDER_ALPHA;
+               else
+                       t->rendertype = SURFRENDER_OPAQUE;
+               // we don't need to set currentframe if t->animated is false because
+               // it was already set up by the texture loader for non-animating
+               if (t->animated)
+                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       const msurface_t *surf;
+       int texturesurfaceindex;
+       vec3_t center, modelorg;
        rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       m.texrgbscale[1] = 2;
-       m.tex[2] = R_GetTexture(texture->skin.detail);
-       m.texrgbscale[2] = 2;
-       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-
-       while((surf = *surfchain++) != NULL)
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       if (gl_lightmaps.integer)
        {
-               if (surf->visframe == r_framecount)
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       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;
+                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
+                       m.pointer_texcoord[0] = surface->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, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
-}
-
-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;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       m.texrgbscale[1] = 2;
-       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-       while((surf = *surfchain++) != NULL)
+       else if (texture->rendertype != SURFRENDER_OPAQUE)
        {
-               if (surf->visframe == r_framecount)
+               // transparent vertex shaded from lightmap
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       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;
-                       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);
+                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       Matrix4x4_Transform(&ent->matrix, surface->poly_center, center);
+                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brushq1.surfaces);
                }
        }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       if (ent->flags & RENDER_LIGHT)
-               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-       else
-               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
-       while((surf = *surfchain++) != NULL)
+       else if (texture->flags & SURF_LIGHTMAP)
        {
-               if (surf->visframe == r_framecount)
+               qboolean dolightmap = (ent->flags & RENDER_LIGHT);
+               qboolean dobase = true;
+               qboolean doambient = r_ambient.value > 0;
+               qboolean dodetail = r_detailtextures.integer != 0;
+               qboolean doglow = texture->skin.glow != NULL;
+               qboolean dofog = fogenabled;
+               // multitexture cases
+               if (r_textureunits.integer >= 2 && gl_combine.integer && dobase && dolightmap)
                {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = 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);
+                       dobase = false;
+                       dolightmap = false;
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+                       GL_DepthTest(true);
+                       GL_Color(1, 1, 1, 1);
+                       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       m.texrgbscale[1] = 2;
+                       if (r_textureunits.integer >= 3 && !doambient && dodetail)
+                       {
+                               m.tex[2] = R_GetTexture(texture->skin.detail);
+                               m.texrgbscale[2] = 2;
+                               dodetail = false;
+                               if (r_textureunits.integer >= 3 && texture->skin.glow)
+                               {
+                                       m.tex[3] = R_GetTexture(texture->skin.glow);
+                                       m.texcombinergb[3] = GL_ADD;
+                                       doglow = false;
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+                                               m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+                                               m.pointer_texcoord[3] = surface->mesh.data_texcoordtexture2f;
+                                               R_Mesh_State(&m);
+                                               GL_LockArrays(0, surface->mesh.num_vertices);
+                                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                               GL_LockArrays(0, 0);
+                                       }
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+                                               m.pointer_texcoord[2] = surface->mesh.data_texcoorddetail2f;
+                                               R_Mesh_State(&m);
+                                               GL_LockArrays(0, surface->mesh.num_vertices);
+                                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                               GL_LockArrays(0, 0);
+                                       }
+                               }
+                       }
+                       else if (r_textureunits.integer >= 3 && !doambient && !dodetail && doglow)
+                       {
+                               m.tex[2] = R_GetTexture(texture->skin.glow);
+                               m.texcombinergb[2] = GL_ADD;
+                               doglow = false;
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                                       m.pointer_vertex = surface->mesh.data_vertex3f;
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
+                                       m.pointer_texcoord[2] = surface->mesh.data_texcoordtexture2f;
+                                       R_Mesh_State(&m);
+                                       GL_LockArrays(0, surface->mesh.num_vertices);
+                                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
                }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
+               // anything not handled above
+               if (dobase)
                {
-                       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);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+                       GL_DepthTest(true);
+                       GL_Color(1, 1, 1, 1);
+                       if (ent->flags & RENDER_LIGHT)
+                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+                       else
+                               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
                }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
+               GL_DepthMask(false);
+               if (dolightmap)
                {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = 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);
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                       GL_DepthMask(false);
+                       GL_DepthTest(true);
+                       GL_Color(1, 1, 1, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
                }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Fog(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_vieworigin, modelorg);
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.pointer_color = varray_color4f;
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
+               if (doambient)
                {
-                       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], 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);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       GL_DepthTest(true);
+                       memset(&m, 0, sizeof(m));
+                       GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
+                       m.tex[0] = R_GetTexture(texture->skin.base);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
                }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.detail);
-       GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
+               if (dodetail)
                {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
-                       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);
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                       GL_DepthMask(false);
+                       GL_DepthTest(true);
+                       GL_Color(1, 1, 1, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.detail);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
                }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.glow);
-       GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
+               if (doglow)
                {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = 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);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       GL_DepthTest(true);
+                       GL_Color(1, 1, 1, 1);
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(texture->skin.glow);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->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;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-       GL_DepthMask(true);
-       m.tex[0] = R_GetTexture(texture->skin.glow);
-       if (m.tex[0])
-               GL_Color(1, 1, 1, 1);
-       else
-               GL_Color(0, 0, 0, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
+               if (dofog)
                {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = 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);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+                       GL_DepthTest(true);
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_color = varray_color4f;
+                       m.tex[0] = R_GetTexture(texture->skin.glow);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               if (m.tex[0])
+                                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               R_Mesh_State(&m);
+                               RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
                }
        }
-}
-*/
-
-static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-       while((surf = *surfchain++) != NULL)
+       else if (texture->flags & SURF_DRAWTURB)
        {
-               if (surf->visframe == r_framecount)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       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);
+                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       RSurfShader_Transparent_Callback(ent, surface - ent->model->brushq1.surfaces);
                }
        }
-}
-
-void R_UpdateTextureInfo(entity_render_t *ent)
-{
-       int i, texframe, alttextures;
-       texture_t *t;
-
-       if (!ent->model)
-               return;
-
-       alttextures = ent->frame != 0;
-       texframe = (int)(r_refdef.time * 5.0f);
-       for (i = 0;i < ent->model->brushq1.numtextures;i++)
+       else if (texture->flags & SURF_DRAWSKY)
        {
-               t = ent->model->brushq1.textures + i;
-               t->currentalpha = ent->alpha;
-               if (t->flags & SURF_WATERALPHA)
-                       t->currentalpha *= r_wateralpha.value;
-               if (ent->effects & EF_ADDITIVE)
-                       t->rendertype = SURFRENDER_ADD;
-               else if (t->currentalpha < 1 || t->skin.fog != NULL)
-                       t->rendertype = SURFRENDER_ALPHA;
-               else
-                       t->rendertype = SURFRENDER_OPAQUE;
-               // we don't need to set currentframe if t->animated is false because
-               // it was already set up by the texture loader for non-animating
-               if (t->animated)
-                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
+               if (skyrendernow)
+               {
+                       skyrendernow = false;
+                       if (skyrendermasked)
+                               R_Sky();
+               }
+               // LordHavoc: HalfLife maps have freaky skypolys...
+               if (!ent->model->brush.ishlbsp)
+               {
+                       R_Mesh_Matrix(&ent->matrix);
+                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                       if (skyrendermasked)
+                       {
+                               // depth-only (masking)
+                               GL_ColorMask(0,0,0,0);
+                               // just to make sure that braindead drivers don't draw anything
+                               // despite that colormask...
+                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                       }
+                       else
+                       {
+                               // fog sky
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                       }
+                       GL_DepthMask(true);
+                       GL_DepthTest(true);
+                       memset(&m, 0, sizeof(m));
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+               }
        }
 }
 
-void R_UpdateLightmapInfo(entity_render_t *ent)
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
-       int i;
+       int i, j, f, flagsmask;
        msurface_t *surface, **surfacechain;
+       texture_t *t, *texture;
        model_t *model = ent->model;
-       if (!model)
+       vec3_t modelorg;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       msurface_t *surfacelist[1024];
+       if (model == NULL)
                return;
-       if (r_dynamic.integer && !r_rtdlight)
-               R_MarkLights(ent);
-       for (i = 0;i < model->brushq1.light_styles;i++)
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       if (ent != r_refdef.worldentity)
        {
-               if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
-               {
-                       model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
-                       if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
-                               for (;(surface = *surfacechain);surfacechain++)
-                                       surface->cached_dlight = true;
-               }
+               // because bmodels can be reused, we have to clear dlightframe every time
+               surface = model->brushq1.surfaces + model->firstmodelsurface;
+               for (i = 0;i < model->nummodelsurfaces;i++, surface++)
+                       surface->dlightframe = -1;
        }
-}
 
-void R_PrepareSurfaces(entity_render_t *ent)
-{
-       int i, numsurfaces, *surfacevisframes;
-       model_t *model;
-       msurface_t *surf, *surfaces;
-       vec3_t modelorg;
-
-       if (!ent->model)
-               return;
-
-       model = ent->model;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       numsurfaces = model->nummodelsurfaces;
-       surfaces = model->brushq1.surfaces + model->firstmodelsurface;
-       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
-       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+       // update light styles
+       if (!skysurfaces)
        {
-               if (surfacevisframes[i] == r_framecount)
+               if (r_dynamic.integer && !r_rtdlight)
+                       R_MarkLights(ent);
+               for (i = 0;i < model->brushq1.light_styles;i++)
                {
-#if !WORLDNODECULLBACKFACES
-                       // mark any backface surfaces as not visible
-                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                       {
-                               if (!(surf->flags & SURF_PLANEBACK))
-                                       surfacevisframes[i] = -1;
-                       }
-                       else
+                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
                        {
-                               if ((surf->flags & SURF_PLANEBACK))
-                                       surfacevisframes[i] = -1;
-                       }
-                       if (surfacevisframes[i] == r_framecount)
-#endif
-                       {
-                               c_faces++;
-                               surf->visframe = r_framecount;
-                               if (surf->cached_dlight && surf->lightmaptexture != NULL)
-                                       R_BuildLightMap(ent, surf);
+                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
                        }
                }
        }
-}
 
-void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
-{
-       int texturenumber, f;
-       vec3_t center;
-       msurface_t *surf, **chain, **surfchain;
-       texture_t *t, *texture;
-       model_t *model = ent->model;
-       if (model == NULL)
-               return;
-       R_Mesh_Matrix(&ent->matrix);
-       for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
+       R_UpdateTextureInfo(ent);
+       flagsmask = skysurfaces ? SURF_DRAWSKY : (SURF_DRAWTURB | SURF_LIGHTMAP);
+       f = 0;
+       t = NULL;
+       numsurfacelist = 0;
+       for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
        {
-               if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
+               if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
                {
-                       if (texture->flags & SURF_LIGHTMAP)
+                       surface = model->brushq1.surfaces + j;
+                       if (t != surface->texinfo->texture)
                        {
-                               if (gl_lightmaps.integer)
-                               {
-                                       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++)
-                                       {
-                                               if (surf->visframe == r_framecount)
-                                               {
-                                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
-                                               }
-                                       }
-                               }
-                               else
+                               if (numsurfacelist)
                                {
-                                       if (!(ent->flags & RENDER_LIGHT))
-                                       {
-                                               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);
-                                       }
-                                       else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
-                                               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
-                                       else
-                                       {
-                                               if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
-                                                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
-                                               else
-                                               {
-                                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
-                                                               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
-                                                       else
-                                                       {
-                                                               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                                                               RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
-                                                       }
-                                                       if (r_ambient.value > 0)
-                                                               RSurfShader_OpaqueWall_Pass_BaseAmbient(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);
+                                       R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+                                       numsurfacelist = 0;
                                }
+                               t = surface->texinfo->texture;
+                               f = t->flags & flagsmask;
+                               texture = t->currentframe;
                        }
-                       else if (texture->flags & SURF_DRAWTURB)
+                       if (f)
                        {
-                               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                               // add face to draw list and update lightmap if necessary
+                               c_faces++;
+                               if (surface->cached_dlight && surface->lightmaptexture != NULL)
+                                       R_BuildLightMap(ent, surface);
+                               surfacelist[numsurfacelist++] = surface;
+                               if (numsurfacelist >= maxsurfacelist)
                                {
-                                       if (surf->visframe == r_framecount)
-                                       {
-                                               if (texture->rendertype == SURFRENDER_OPAQUE)
-                                                       RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
-                                               else
-                                               {
-                                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
-                                               }
-                                       }
+                                       R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
+                                       numsurfacelist = 0;
                                }
                        }
-                       else if (texture->flags & SURF_DRAWSKY)
-                               RSurfShader_Sky(ent, texture, surfchain);
                }
        }
+       if (numsurfacelist)
+               R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
 }
 
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
@@ -1487,6 +1338,7 @@ static void R_DrawPortals(void)
        for (portalnum = 0, portal = model->brushq1.portals;portalnum < model->brushq1.numportals;portalnum++, portal++)
        {
                if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+               if (!R_CullBox(portal->mins, portal->maxs))
                {
                        VectorClear(center);
                        for (i = 0;i < portal->numpoints;i++)
@@ -1498,213 +1350,63 @@ static void R_DrawPortals(void)
        }
 }
 
-void R_PrepareBrushModel(entity_render_t *ent)
-{
-       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
-       msurface_t *surf;
-       model_t *model;
-#if WORLDNODECULLBACKFACES
-       vec3_t modelorg;
-#endif
-
-       // because bmodels can be reused, we have to decide which things to render
-       // from scratch every time
-       model = ent->model;
-       if (model == NULL)
-               return;
-#if WORLDNODECULLBACKFACES
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-#endif
-       numsurfaces = model->nummodelsurfaces;
-       surf = model->brushq1.surfaces + model->firstmodelsurface;
-       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
-       surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
-       for (i = 0;i < numsurfaces;i++, surf++)
-       {
-#if WORLDNODECULLBACKFACES
-               // mark any backface surfaces as not visible
-               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-               {
-                       if ((surf->flags & SURF_PLANEBACK))
-                               surfacevisframes[i] = r_framecount;
-               }
-               else if (!(surf->flags & SURF_PLANEBACK))
-                       surfacevisframes[i] = r_framecount;
-#else
-               surfacevisframes[i] = r_framecount;
-#endif
-               surf->dlightframe = -1;
-       }
-       R_UpdateTextureInfo(ent);
-       R_UpdateLightmapInfo(ent);
-}
-
-void R_SurfaceWorldNode (void)
+void R_WorldVisibility(void)
 {
-       int i, *surfacevisframes, *surfacepvsframes, surfnum;
-       msurface_t *surf;
+       int i, j, *mark;
        mleaf_t *leaf;
-       model_t *model;
+       mleaf_t *viewleaf;
+       model_t *model = r_refdef.worldmodel;
+       int leafstackpos;
+       mportal_t *p;
+       mleaf_t *leafstack[8192];
+       qbyte leafvisited[32768];
 
-       // equivilant to quake's RecursiveWorldNode but faster and more effective
-       model = r_refdef.worldmodel;
-       if (model == NULL)
+       if (!model || !model->brushq1.PointInLeaf)
                return;
-       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
-       surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
-
-       for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
-       {
-               if (!R_CullBox (leaf->mins, leaf->maxs))
-               {
-                       c_leafs++;
-                       leaf->visframe = r_framecount;
-               }
-       }
-
-       for (i = 0;i < model->brushq1.pvssurflistlength;i++)
-       {
-               surfnum = model->brushq1.pvssurflist[i];
-               surf = model->brushq1.surfaces + surfnum;
-#if WORLDNODECULLBACKFACES
-               if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
-               {
-                       if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
-                               surfacevisframes[surfnum] = r_framecount;
-               }
-               else
-               {
-                       if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
-                               surfacevisframes[surfnum] = r_framecount;
-               }
-#else
-               if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
-                       surfacevisframes[surfnum] = r_framecount;
-#endif
-       }
-}
 
-static void R_PortalWorldNode(mleaf_t *viewleaf)
-{
-       int c, leafstackpos, *mark, *surfacevisframes;
-#if WORLDNODECULLBACKFACES
-       int n;
-       msurface_t *surf;
-#endif
-       mleaf_t *leaf, *leafstack[8192];
-       mportal_t *p;
-       msurface_t *surfaces;
-       model_t *model = r_refdef.worldmodel;
-       if (model == NULL)
+       viewleaf = model->brushq1.PointInLeaf(model, r_vieworigin);
+       if (!viewleaf)
                return;
-       // LordHavoc: portal-passage worldnode with PVS;
-       // follows portals leading outward from viewleaf, does not venture
-       // offscreen or into leafs that are not visible, faster than Quake's
-       // RecursiveWorldNode
-       surfaces = model->brushq1.surfaces;
-       surfacevisframes = model->brushq1.surfacevisframes;
-       viewleaf->worldnodeframe = r_framecount;
-       leafstack[0] = viewleaf;
-       leafstackpos = 1;
-       while (leafstackpos)
+
+       memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq1.numsurfaces);
+       if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer)
        {
-               c_leafs++;
-               leaf = leafstack[--leafstackpos];
-               leaf->visframe = r_framecount;
-               // draw any surfaces bounding this leaf
-               if (leaf->nummarksurfaces)
-               {
-                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
-                       {
-#if WORLDNODECULLBACKFACES
-                               n = *mark++;
-                               if (surfacevisframes[n] != r_framecount)
-                               {
-                                       surf = surfaces + n;
-                                       if (PlaneDist(r_vieworigin, surf->plane) < surf->plane->dist)
-                                       {
-                                               if ((surf->flags & SURF_PLANEBACK))
-                                                       surfacevisframes[n] = r_framecount;
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surfacevisframes[n] = r_framecount;
-                                       }
-                               }
-#else
-                               surfacevisframes[*mark++] = r_framecount;
-#endif
-                       }
-               }
-               // follow portals into other leafs
-               for (p = leaf->portals;p;p = p->next)
+               // equivilant to quake's RecursiveWorldNode but faster and more effective
+               for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
                {
-                       // LordHavoc: this DotProduct hurts less than a cache miss
-                       // (which is more likely to happen if backflowing through leafs)
-                       if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1))
+                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs))
                        {
-                               leaf = p->past;
-                               if (leaf->worldnodeframe != r_framecount)
-                               {
-                                       leaf->worldnodeframe = r_framecount;
-                                       // FIXME: R_CullBox is absolute, should be done relative
-                                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
-                                               leafstack[leafstackpos++] = leaf;
-                               }
+                               c_leafs++;
+                               if (leaf->nummarksurfaces)
+                                       for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++)
+                                               r_worldsurfacevisible[*mark] = true;
                        }
                }
        }
-}
-
-void R_PVSUpdate (mleaf_t *viewleaf)
-{
-       int j, c, *surfacepvsframes, *mark;
-       mleaf_t *leaf;
-       model_t *model;
-
-       model = r_refdef.worldmodel;
-       if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
+       else
        {
-               model->brushq1.pvsframecount++;
-               model->brushq1.pvsviewleaf = viewleaf;
-               model->brushq1.pvsviewleafnovis = r_novis.integer;
-               model->brushq1.pvsleafchain = NULL;
-               model->brushq1.pvssurflistlength = 0;
-               if (viewleaf)
-               {
-                       surfacepvsframes = model->brushq1.surfacepvsframes;
-                       for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
-                       {
-                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
-                               {
-                                       leaf->pvsframe = model->brushq1.pvsframecount;
-                                       leaf->pvschain = model->brushq1.pvsleafchain;
-                                       model->brushq1.pvsleafchain = leaf;
-                                       // mark surfaces bounding this leaf as visible
-                                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
-                                               surfacepvsframes[*mark] = model->brushq1.pvsframecount;
-                               }
-                       }
-                       model->brushq1.BuildPVSTextureChains(model);
+               // LordHavoc: portal-passage worldnode with PVS;
+               // follows portals leading outward from viewleaf, does not venture
+               // offscreen or into leafs that are not visible, faster than Quake's
+               // RecursiveWorldNode
+               leafstack[0] = viewleaf;
+               leafstackpos = 1;
+               memset(leafvisited, 0, r_refdef.worldmodel->brushq1.num_leafs);
+               while (leafstackpos)
+               {
+                       c_leafs++;
+                       leaf = leafstack[--leafstackpos];
+                       leafvisited[leaf - r_refdef.worldmodel->brushq1.data_leafs] = 1;
+                       // draw any surfaces bounding this leaf
+                       if (leaf->nummarksurfaces)
+                               for (i = 0, mark = leaf->firstmarksurface;i < leaf->nummarksurfaces;i++, mark++)
+                                       r_worldsurfacevisible[*mark] = true;
+                       // follow portals into other leafs
+                       for (p = leaf->portals;p;p = p->next)
+                               if (DotProduct(r_vieworigin, p->plane.normal) < (p->plane.dist + 1) && !leafvisited[p->past - r_refdef.worldmodel->brushq1.data_leafs] && CHECKPVSBIT(r_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs))
+                                       leafstack[leafstackpos++] = p->past;
                }
        }
-}
-
-void R_WorldVisibility(void)
-{
-       mleaf_t *viewleaf;
-
-       viewleaf = (r_refdef.worldmodel && r_refdef.worldmodel->brushq1.PointInLeaf) ? r_refdef.worldmodel->brushq1.PointInLeaf(r_refdef.worldmodel, r_vieworigin) : NULL;
-       R_PVSUpdate(viewleaf);
-
-       if (!viewleaf)
-               return;
-
-       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
-               R_SurfaceWorldNode();
-       else
-               R_PortalWorldNode(viewleaf);
 
        if (r_drawportals.integer)
                R_DrawPortals();
@@ -1714,10 +1416,7 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (ent != r_refdef.worldentity)
-               R_PrepareBrushModel(ent);
-       R_PrepareSurfaces(ent);
-       R_DrawSurfaces(ent, SURF_DRAWSKY);
+       R_DrawSurfaces(ent, true);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
@@ -1725,12 +1424,7 @@ void R_Q1BSP_Draw(entity_render_t *ent)
        if (ent->model == NULL)
                return;
        c_bmodels++;
-       if (ent != r_refdef.worldentity)
-               R_PrepareBrushModel(ent);
-       R_PrepareSurfaces(ent);
-       R_UpdateTextureInfo(ent);
-       R_UpdateLightmapInfo(ent);
-       R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
+       R_DrawSurfaces(ent, false);
 }
 
 void R_Q1BSP_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)
@@ -1878,7 +1572,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                                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 != r_refdef.worldentity || surface->visframe == r_framecount)
+                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brushq1.surfaces])
                        {
                                t = surface->texinfo->texture->currentframe;
                                // FIXME: transparent surfaces need to be lit later
@@ -2032,10 +1726,44 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
 void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
 {
        int i, texturefaceindex;
+       qboolean dolightmap;
+       qboolean dobase;
+       qboolean doambient;
+       qboolean doglow;
+       qboolean dofog;
        rmeshstate_t m;
        if (!texturenumfaces)
                return;
        c_faces += texturenumfaces;
+       // gl_lightmaps debugging mode skips normal texturing
+       if (gl_lightmaps.integer)
+       {
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               qglDisable(GL_CULL_FACE);
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.tex[0] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
+                       if (face->lightmaptexture)
+                       {
+                               GL_Color(1, 1, 1, 1);
+                               m.pointer_color = NULL;
+                       }
+                       else
+                               m.pointer_color = face->mesh.data_lightmapcolor4f;
+                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->mesh.num_vertices);
+                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               qglEnable(GL_CULL_FACE);
+               return;
+       }
        // transparent surfaces get sorted for later drawing
        if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
        {
@@ -2098,38 +1826,18 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                return;
        }
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
-       {
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               qglDisable(GL_CULL_FACE);
-               memset(&m, 0, sizeof(m));
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
-               {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.tex[0] = R_GetTexture(face->lightmaptexture);
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
-                       if (face->lightmaptexture)
-                       {
-                               GL_Color(1, 1, 1, 1);
-                               m.pointer_color = NULL;
-                       }
-                       else
-                               m.pointer_color = face->mesh.data_lightmapcolor4f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-               qglEnable(GL_CULL_FACE);
-               return;
-       }
        // anything else is a typical wall, lightmap * texture + glow
-       if (!(ent->flags & RENDER_LIGHT))
+       dolightmap = (ent->flags & RENDER_LIGHT);
+       dobase = true;
+       doambient = r_ambient.value > 0;
+       doglow = t->skin.glow != NULL;
+       dofog = fogenabled;
+       if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
+       if (!dolightmap && dobase)
        {
+               dolightmap = false;
+               dobase = false;
                GL_DepthMask(true);
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -2148,31 +1856,11 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
-               if (t->skin.glow)
-               {
-                       GL_Color(1, 1, 1, 1);
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       m.tex[0] = R_GetTexture(t->skin.glow);
-                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
-                       {
-                               q3msurface_t *face = texturefacelist[texturefaceindex];
-                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                               m.pointer_vertex = face->mesh.data_vertex3f;
-                               R_Mesh_State(&m);
-                               GL_LockArrays(0, face->mesh.num_vertices);
-                               R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                       qglEnable(GL_CULL_FACE);
-               return;
        }
-       if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglDisable(GL_CULL_FACE);
-       if (r_lightmapintensity <= 0)
+       if (r_lightmapintensity <= 0 && dolightmap && dobase)
        {
+               dolightmap = false;
+               dobase = false;
                GL_DepthMask(true);
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -2188,30 +1876,63 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        GL_LockArrays(0, 0);
                }
        }
-       else if (r_textureunits.integer >= 2 && gl_combine.integer)
+       if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
        {
                // dualtexture combine
+               dolightmap = false;
+               dobase = false;
                GL_DepthMask(true);
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
+               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
+               m.pointer_color = NULL;
                for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
                        q3msurface_t *face = texturefacelist[texturefaceindex];
+                       if (!face->lightmaptexture)
+                               continue;
                        m.tex[1] = R_GetTexture(face->lightmaptexture);
                        m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
                        m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
                        m.texrgbscale[1] = 2;
-                       if (face->lightmaptexture)
+                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       R_Mesh_State(&m);
+                       GL_LockArrays(0, face->mesh.num_vertices);
+                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+               if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+               {
+                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                        {
-                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-                               m.pointer_color = NULL;
-                       }
-                       else if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+                               q3msurface_t *face = texturefacelist[texturefaceindex];
+                               if (face->lightmaptexture)
+                                       continue;
+                               m.tex[1] = R_GetTexture(face->lightmaptexture);
+                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+                               m.texrgbscale[1] = 2;
                                m.pointer_color = face->mesh.data_lightmapcolor4f;
-                       else
+                               m.pointer_vertex = face->mesh.data_vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, face->mesh.num_vertices);
+                               R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
+                       }
+               }
+               else
+               {
+                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                        {
+                               q3msurface_t *face = texturefacelist[texturefaceindex];
+                               if (face->lightmaptexture)
+                                       continue;
+                               m.tex[1] = R_GetTexture(face->lightmaptexture);
+                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+                               m.texrgbscale[1] = 2;
                                m.pointer_color = varray_color4f;
                                for (i = 0;i < face->mesh.num_vertices;i++)
                                {
@@ -2220,17 +1941,17 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                                        varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
                                        varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3];
                                }
+                               m.pointer_vertex = face->mesh.data_vertex3f;
+                               R_Mesh_State(&m);
+                               GL_LockArrays(0, face->mesh.num_vertices);
+                               R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                               GL_LockArrays(0, 0);
                        }
-                       m.pointer_vertex = face->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
                }
        }
-       else
+       // single texture
+       if (dolightmap)
        {
-               // single texture
                GL_DepthMask(true);
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -2250,8 +1971,12 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
+       }
+       if (dobase)
+       {
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_DepthMask(false);
+               GL_DepthTest(true);
                GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
@@ -2266,10 +1991,11 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        GL_LockArrays(0, 0);
                }
        }
-       if (r_ambient.value)
+       if (doambient)
        {
                GL_BlendFunc(GL_ONE, GL_ONE);
                GL_DepthMask(false);
+               GL_DepthTest(true);
                GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
@@ -2284,10 +2010,11 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        GL_LockArrays(0, 0);
                }
        }
-       if (t->skin.glow)
+       if (doglow)
        {
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
+               GL_DepthTest(true);
                GL_Color(1, 1, 1, 1);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.glow);
@@ -2302,6 +2029,30 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumf
                        GL_LockArrays(0, 0);
                }
        }
+       if (dofog)
+       {
+               float modelorg[3];
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.fog);
+               m.pointer_color = varray_color4f;
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       if (m.tex[0])
+                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       R_Mesh_State(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(face->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, face->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, face->mesh.num_vertices);
+                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, 0);
+               }
+       }
        if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglEnable(GL_CULL_FACE);
 }
@@ -2346,7 +2097,8 @@ void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
                                        if (r_surf_surfacevisible[t->facenumlist[i]])
                                        {
                                                face = t->facelist[i];
-                                               if (!R_CullBox(face->mins, face->maxs) && face->mesh.num_triangles)
+                                               //if (!R_CullBox(face->mins, face->maxs))
+                                               if (face->mesh.num_triangles)
                                                {
                                                        if (numfaces >= maxfaces)
                                                        {