]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
now compiles on x86_64 successfully (still a crash regarding progs strings to fix...
[xonotic/darkplaces.git] / gl_rsurf.c
index 7a24a5975d1c488b41431fc1a1d4975bb8cba8aa..a456e57dab2ac8b92cfb992872ce15c7ae781135 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,130 +20,102 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_surf.c: surface-related refresh code
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
-int            lightmap_textures;
+#define MAX_LIGHTMAP_SIZE 256
 
-// LordHavoc: skinny but tall lightmaps for quicker subimage uploads
-#define        BLOCK_WIDTH             256
-#define        BLOCK_HEIGHT    256
-// LordHavoc: increased lightmap limit from 64 to 1024
-#define        MAX_LIGHTMAPS   1024
-#define LIGHTMAPSIZE   (BLOCK_WIDTH*BLOCK_HEIGHT*4)
+static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
+static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
 
-int                    active_lightmaps;
+static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 
-short allocated[MAX_LIGHTMAPS][BLOCK_WIDTH];
+static mempool_t *r_surf_mempool = NULL;
+static int r_surf_surfacevisiblelimit = 0;
+static qbyte *r_surf_surfacevisible = NULL;
 
-byte *lightmaps[MAX_LIGHTMAPS];
-short lightmapupdate[MAX_LIGHTMAPS][2];
+cvar_t r_ambient = {0, "r_ambient", "0"};
+cvar_t r_drawportals = {0, "r_drawportals", "0"};
+cvar_t r_testvis = {0, "r_testvis", "0"};
+cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
+cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
+cvar_t r_drawcollisionbrushes_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"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
 
-signed int blocklights[BLOCK_WIDTH*BLOCK_HEIGHT*3]; // LordHavoc: *3 for colored lighting
-
-int lightmapalign, lightmapalignmask; // LordHavoc: NVIDIA's broken subimage fix, see BuildLightmaps for notes
-cvar_t gl_lightmapalign = {"gl_lightmapalign", "4"};
-cvar_t gl_lightmaprgba = {"gl_lightmaprgba", "1"};
-cvar_t gl_nosubimagefragments = {"gl_nosubimagefragments", "0"};
-cvar_t gl_nosubimage = {"gl_nosubimage", "0"};
-cvar_t r_ambient = {"r_ambient", "0"};
-cvar_t gl_vertex = {"gl_vertex", "0"};
-cvar_t r_leafworldnode = {"r_leafworldnode", "0"};
-cvar_t r_portalworldnode = {"r_portalworldnode", "0"};
-//cvar_t r_oldclip = {"r_oldclip", "1"};
-cvar_t r_dlightmap = {"r_dlightmap", "1"};
-cvar_t r_drawportals = {"r_drawportals", "0"};
-cvar_t r_novis = {"r_novis","0"};
-
-qboolean lightmaprgba, nosubimagefragments, nosubimage;
-int lightmapbytes;
-
-int wateralpha;
-
-void gl_surf_start()
-{
-}
-
-void gl_surf_shutdown()
-{
-}
-
-void gl_surf_newmap()
-{
-}
+/*
+// 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;
+q3msurface_t *r_q3bsp_maxsurfacelist[65536];
+*/
 
-void GL_Surf_Init()
+void R_Surf_ClearSurfaceVisible(int num)
 {
-       int i;
-       for (i = 0;i < MAX_LIGHTMAPS;i++)
-               lightmaps[i] = NULL;
-       Cvar_RegisterVariable(&gl_lightmapalign);
-       Cvar_RegisterVariable(&gl_lightmaprgba);
-       Cvar_RegisterVariable(&gl_nosubimagefragments);
-       Cvar_RegisterVariable(&gl_nosubimage);
-       Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&gl_vertex);
-       Cvar_RegisterVariable(&r_leafworldnode);
-       Cvar_RegisterVariable(&r_portalworldnode);
-//     Cvar_RegisterVariable(&r_oldclip);
-       Cvar_RegisterVariable(&r_dlightmap);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_novis);
-
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+       if (r_surf_surfacevisiblelimit < num)
+       {
+               Mem_Free(r_surf_surfacevisible);
+               r_surf_surfacevisiblelimit = num;
+               r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
+       }
+       memset(r_surf_surfacevisible, 0, num);
 }
 
-int         dlightdivtable[32768];
+static int dlightdivtable[32768];
 
-/*
-       R_AddDynamicLights
-*/
-int R_AddDynamicLights (msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
-       int         sdtable[18], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, red, green, blue, lit, dist2, impacts, impactt;
+       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;
-       vec3_t      impact, local;
-
-       // LordHavoc: use 64bit integer...  shame it's not very standardized...
-#if _MSC_VER || __BORLANDC__
-       __int64     k;
-#else
-       long long   k;
-#endif
+       float dist, impact[3], local[3];
+       dlight_t *light;
 
        lit = false;
 
-       if (!dlightdivtable[1])
-       {
-               dlightdivtable[0] = 4194304;
-               for (s = 1; s < 32768; s++)
-                       dlightdivtable[s] = 4194304 / (s << 7);
-       }
-
        smax = (surf->extents[0] >> 4) + 1;
        tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
 
-       for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
+       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
                if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
-               VectorSubtract (cl_dlights[lnum].origin, currententity->render.origin, local);
+               Matrix4x4_Transform(matrix, light->origin, local);
                dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
 
                // for comparisons to minimum acceptable light
-               maxdist = (int) ((cl_dlights[lnum].radius * cl_dlights[lnum].radius));
-
-               // clamp radius to avoid exceeding 32768 entry division table
-               if (maxdist > 4194304)
-                       maxdist = 4194304;
+               // compensate for LIGHTOFFSET
+               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
 
                dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
                if (dist2 >= maxdist)
                        continue;
 
-               impact[0] = cl_dlights[lnum].origin[0] - surf->plane->normal[0] * dist;
-               impact[1] = cl_dlights[lnum].origin[1] - surf->plane->normal[1] * dist;
-               impact[2] = cl_dlights[lnum].origin[2] - surf->plane->normal[2] * dist;
+               if (surf->plane->type < 3)
+               {
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
+               }
+               else
+               {
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+               }
 
                impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
                impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
@@ -156,107 +128,137 @@ int R_AddDynamicLights (msurface_t *surf)
 
                // reduce calculations
                for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2 + LIGHTOFFSET;
+                       sdtable[s] = i * i + dist2;
 
-               maxdist3 = maxdist - (int) (dist * dist);
+               maxdist3 = maxdist - dist2;
 
-               // convert to 8.8 blocklights format and scale up by radius
-               red = cl_dlights[lnum].color[0] * maxdist;
-               green = cl_dlights[lnum].color[1] * maxdist;
-               blue = cl_dlights[lnum].color[2] * maxdist;
-               bl = blocklights;
+               // convert to 8.8 blocklights format
+               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;
-               for (t = 0; t < tmax; t++, i -= 16)
+               for (t = 0;t < tmax;t++, i -= 16)
                {
                        td = i * i;
                        // make sure some part of it is visible on this line
                        if (td < maxdist3)
                        {
                                maxdist2 = maxdist - td;
-                               for (s = 0; s < smax; s++)
+                               for (s = 0;s < smax;s++)
                                {
                                        if (sdtable[s] < maxdist2)
                                        {
-                                               k = dlightdivtable[(sdtable[s] + td) >> 7];
-                                               bl[0] += (red   * k) >> 9;
-                                               bl[1] += (green * k) >> 9;
-                                               bl[2] += (blue  * k) >> 9;
-                                               lit = true;
+                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
+                                               if (k > 0)
+                                               {
+                                                       bl[0] += (red   * k);
+                                                       bl[1] += (green * k);
+                                                       bl[2] += (blue  * k);
+                                                       lit = true;
+                                               }
                                        }
                                        bl += 3;
                                }
                        }
                        else // skip line
-                               bl += smax * 3;
+                               bl += smax3;
                }
        }
        return lit;
 }
 
-
-void R_ConvertLightmap (int *in, byte *out, int width, int height, int stride)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
-       int i, j;
-       stride -= (width*lightmapbytes);
-       if (lighthalf)
+       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;
+
+       smax = (surf->extents[0] >> 4) + 1;
+       tmax = (surf->extents[1] >> 4) + 1;
+       smax3 = smax * 3;
+
+       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
-               // LordHavoc: I shift down by 8 unlike GLQuake's 7,
-               // the image is brightened as a processing pass
-               if (lightmaprgba)
+               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+                       continue;                                       // not lit by this light
+
+               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) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
+
+               dist2 = dist * dist;
+               dist2 += LIGHTOFFSET;
+               if (dist2 >= maxdist)
+                       continue;
+
+               if (surf->plane->type < 3)
                {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 4)
-                               {
-                                       out[0] = min(in[0] >> 8, 255);
-                                       out[1] = min(in[1] >> 8, 255);
-                                       out[2] = min(in[2] >> 8, 255);
-                                       out[3] = 255;
-                               }
-                       }
+                       VectorCopy(local, impact);
+                       impact[surf->plane->type] -= dist;
                }
                else
                {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 3)
-                               {
-                                       out[0] = min(in[0] >> 8, 255);
-                                       out[1] = min(in[1] >> 8, 255);
-                                       out[2] = min(in[2] >> 8, 255);
-                               }
-                       }
-               }
-       }
-       else
-       {
-               if (lightmaprgba)
-               {
-                       for (i = 0;i < height;i++, out += stride)
-                       {
-                               for (j = 0;j < width;j++, in += 3, out += 4)
-                               {
-                                       out[0] = min(in[0] >> 7, 255);
-                                       out[1] = min(in[1] >> 7, 255);
-                                       out[2] = min(in[2] >> 7, 255);
-                                       out[3] = 255;
-                               }
-                       }
+                       impact[0] = local[0] - surf->plane->normal[0] * dist;
+                       impact[1] = local[1] - surf->plane->normal[1] * dist;
+                       impact[2] = local[2] - surf->plane->normal[2] * dist;
                }
-               else
+
+               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+               td = bound(0, impacts, smax * 16) - impacts;
+               td1 = bound(0, impactt, tmax * 16) - impactt;
+               td = td * td + td1 * td1 + dist2;
+               if (td > maxdist)
+                       continue;
+
+               // reduce calculations
+               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
+                       sdtable[s] = td1 * td1 + dist2;
+
+               maxdist3 = maxdist - dist2;
+
+               // convert to 8.8 blocklights format
+               red = 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;
+               for (t = 0;t < tmax;t++, td1 -= 16.0f)
                {
-                       for (i = 0;i < height;i++, out += stride)
+                       td = td1 * td1;
+                       // make sure some part of it is visible on this line
+                       if (td < maxdist3)
                        {
-                               for (j = 0;j < width;j++, in += 3, out += 3)
+                               maxdist2 = maxdist - td;
+                               for (s = 0;s < smax;s++)
                                {
-                                       out[0] = min(in[0] >> 7, 255);
-                                       out[1] = min(in[1] >> 7, 255);
-                                       out[2] = min(in[2] >> 7, 255);
+                                       if (sdtable[s] < maxdist2)
+                                       {
+                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
+                                               bl[0] += red   * k;
+                                               bl[1] += green * k;
+                                               bl[2] += blue  * k;
+                                               lit = true;
+                                       }
+                                       bl += 3;
                                }
                        }
+                       else // skip line
+                               bl += smax3;
                }
        }
+       return lit;
 }
 
 /*
@@ -266,154 +268,329 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-void R_BuildLightMap (msurface_t *surf, byte *dest, int stride)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
 {
-       int                     smax, tmax;
-       int                     i, j, size, size3;
-       byte            *lightmap;
-       int                     scale;
-       int                     maps;
-       int                     *bl;
+       if (!r_floatbuildlightmap.integer)
+       {
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               unsigned int *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = intblocklights;
+               if (!ent->model->brushq1.lightdata)
+               {
+                       for (i = 0;i < size3;i++)
+                               bl[i] = 255*256;
+               }
+               else
+               {
+       // clear to no light
+                       memset(bl, 0, size*3*sizeof(unsigned int));
 
-       surf->cached_dlight = 0;
-       surf->cached_lighthalf = lighthalf;
-       surf->cached_ambient = r_ambient.value;
+                       if (surf->dlightframe == r_framecount)
+                       {
+                               surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
+                               if (surf->cached_dlight)
+                                       c_light_polys++;
+                       }
 
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
-       size = smax*tmax;
-       size3 = size*3;
-       lightmap = surf->samples;
+       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = intblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
+                       }
+               }
 
-// set to full bright if no light data
-       if ((currententity && (currententity->render.effects & EF_FULLBRIGHT)) || !cl.worldmodel->lightdata)
-       {
-               bl = blocklights;
-               for (i=0 ; i<size ; i++)
+               stain = surf->stainsamples;
+               bl = intblocklights;
+               out = templight;
+               // 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;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       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;
+                               }
+                       }
+               }
+               else
                {
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
-                       *bl++ = 255*256;
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                               }
+                       }
                }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
        else
        {
-// clear to no light
-               j = r_ambient.value * 512.0f; // would be 256.0f logically, but using 512.0f to match winquake style
-               if (j)
+               int smax, tmax, i, j, size, size3, maps, stride, l;
+               float *bl, scale;
+               qbyte *lightmap, *out, *stain;
+
+               // update cached lighting info
+               surf->cached_dlight = 0;
+
+               smax = (surf->extents[0]>>4)+1;
+               tmax = (surf->extents[1]>>4)+1;
+               size = smax*tmax;
+               size3 = size*3;
+               lightmap = surf->samples;
+
+       // set to full bright if no light data
+               bl = floatblocklights;
+               if (!ent->model->brushq1.lightdata)
                {
-                       bl = blocklights;
                        for (i = 0;i < size3;i++)
-                               *bl++ = j;
+                               bl[i] = 255*256;
                }
                else
-                       memset(&blocklights[0], 0, size*3*sizeof(int));
-
-// add all the lightmaps
-               if (lightmap)
                {
-                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+                       memset(bl, 0, size*3*sizeof(float));
+       
+                       if (surf->dlightframe == r_framecount)
                        {
-                               scale = d_lightstylevalue[surf->styles[maps]];
-                               surf->cached_light[maps] = scale;       // 8.8 fraction
-                               bl = blocklights;
-                               for (i = 0;i < size3;i++)
-                                       *bl++ += *lightmap++ * scale;
+                               surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
+                               if (surf->cached_dlight)
+                                       c_light_polys++;
+                       }
+       
+                       // add all the lightmaps
+                       if (lightmap)
+                       {
+                               bl = floatblocklights;
+                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                                               bl[i] += lightmap[i] * scale;
                        }
                }
-               if (r_dlightmap.value && surf->dlightframe == r_framecount)
-                       if ((surf->cached_dlight = R_AddDynamicLights(surf)))
-                               c_light_polys++;
-       }
-       R_ConvertLightmap(blocklights, dest, smax, tmax, stride);
-}
-
-byte templight[BLOCK_WIDTH*BLOCK_HEIGHT*4];
 
-void R_UpdateLightmap(msurface_t *s, int lnum)
-{
-       int smax, tmax;
-       // upload the new lightmap texture fragment
-       if(r_upload.value)
-               glBindTexture(GL_TEXTURE_2D, lightmap_textures + lnum);
-       if (nosubimage || nosubimagefragments)
-       {
-               if (lightmapupdate[lnum][0] > s->light_t)
-                       lightmapupdate[lnum][0] = s->light_t;
-               if (lightmapupdate[lnum][1] < (s->light_t + ((s->extents[1]>>4)+1)))
-                       lightmapupdate[lnum][1] = (s->light_t + ((s->extents[1]>>4)+1));
-               if (lightmaprgba)
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 4, BLOCK_WIDTH * 4);
-               else
-                       R_BuildLightMap (s, lightmaps[s->lightmaptexturenum] + (s->light_t * BLOCK_WIDTH + s->light_s) * 3, BLOCK_WIDTH * 3);
-       }
-       else
-       {
-               smax = ((s->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-               tmax = (s->extents[1]>>4)+1;
-               if (lightmaprgba)
+               stain = surf->stainsamples;
+               bl = floatblocklights;
+               out = templight;
+               // 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)
                {
-                       R_BuildLightMap (s, templight, smax * 4);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
+                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       *out++ = 255;
+                               }
+                       }
                }
                else
                {
-                       R_BuildLightMap (s, templight, smax * 3);
-                       if(r_upload.value)
-                               glTexSubImage2D(GL_TEXTURE_2D, 0, s->light_s, s->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       for (i = 0;i < tmax;i++, out += stride)
+                       {
+                               for (j = 0;j < smax;j++)
+                               {
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
+                               }
+                       }
                }
+
+               R_UpdateTexture(surf->lightmaptexture, templight);
        }
 }
 
+void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+{
+       float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
+       msurface_t *surf, *endsurf;
+       int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
+       qbyte *bl;
+       vec3_t impact;
 
-/*
-===============
-R_TextureAnimation
+       maxdist = radius * radius;
+       invradius = 1.0f / radius;
 
-Returns the proper texture for a given time and base texture
-===============
-*/
-texture_t *R_TextureAnimation (texture_t *base)
-{
-//     texture_t *original;
-//     int             relative;
-//     int             count;
+loc0:
+       if (node->contents < 0)
+               return;
+       ndist = PlaneDiff(origin, node->plane);
+       if (ndist > radius)
+       {
+               node = node->children[0];
+               goto loc0;
+       }
+       if (ndist < -radius)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
 
-       if (currententity->render.frame)
+       dist2 = ndist * ndist;
+       maxdist3 = maxdist - dist2;
+
+       if (node->plane->type < 3)
        {
-               if (base->alternate_anims)
-                       base = base->alternate_anims;
+               VectorCopy(origin, impact);
+               impact[node->plane->type] -= ndist;
        }
-       
-       if (!base->anim_total)
-               return base;
+       else
+       {
+               impact[0] = origin[0] - node->plane->normal[0] * ndist;
+               impact[1] = origin[1] - node->plane->normal[1] * ndist;
+               impact[2] = origin[2] - node->plane->normal[2] * ndist;
+       }
+
+       for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       {
+               if (surf->stainsamples)
+               {
+                       smax = (surf->extents[0] >> 4) + 1;
+                       tmax = (surf->extents[1] >> 4) + 1;
+
+                       impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
+                       impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+
+                       s = bound(0, impacts, smax * 16) - impacts;
+                       t = bound(0, impactt, tmax * 16) - impactt;
+                       i = s * s + t * t + dist2;
+                       if (i > maxdist)
+                               continue;
 
-       return base->anim_frames[(int)(cl.time*5) % base->anim_total];
+                       // reduce calculations
+                       for (s = 0, i = impacts; s < smax; s++, i -= 16)
+                               sdtable[s] = i * i + dist2;
 
-       /*
-       original = base;
+                       bl = surf->stainsamples;
+                       smax3 = smax * 3;
+                       stained = false;
 
-       relative = (int)(cl.time*5) % base->anim_total;
+                       i = impactt;
+                       for (t = 0;t < tmax;t++, i -= 16)
+                       {
+                               td = i * i;
+                               // make sure some part of it is visible on this line
+                               if (td < maxdist3)
+                               {
+                                       maxdist2 = maxdist - td;
+                                       for (s = 0;s < smax;s++)
+                                       {
+                                               if (sdtable[s] < maxdist2)
+                                               {
+                                                       ratio = lhrandom(0.0f, 1.0f);
+                                                       a = (fcolor[3] + ratio * fcolor[7]) * (1.0f - sqrt(sdtable[s] + td) * invradius);
+                                                       if (a >= (1.0f / 64.0f))
+                                                       {
+                                                               if (a > 1)
+                                                                       a = 1;
+                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               stained = true;
+                                                       }
+                                               }
+                                               bl += 3;
+                                       }
+                               }
+                               else // skip line
+                                       bl += smax3;
+                       }
+                       // force lightmap upload
+                       if (stained)
+                               surf->cached_dlight = true;
+               }
+       }
 
-       count = 0;      
-       while (base->anim_min > relative || base->anim_max <= relative)
+       if (node->children[0]->contents >= 0)
        {
-               base = base->anim_next;
-               if (!base)
+               if (node->children[1]->contents >= 0)
                {
-                       Con_Printf("R_TextureAnimation: broken cycle");
-                       return original;
+                       R_StainNode(node->children[0], model, origin, radius, fcolor);
+                       node = node->children[1];
+                       goto loc0;
                }
-               if (++count > 100)
+               else
                {
-                       Con_Printf("R_TextureAnimation: infinite cycle");
-                       return original;
+                       node = node->children[0];
+                       goto loc0;
                }
        }
+       else if (node->children[1]->contents >= 0)
+       {
+               node = node->children[1];
+               goto loc0;
+       }
+}
 
-       return base;
-       */
+void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+       int n;
+       float fcolor[8];
+       entity_render_t *ent;
+       model_t *model;
+       vec3_t org;
+       if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+               return;
+       fcolor[0] = cr1;
+       fcolor[1] = cg1;
+       fcolor[2] = cb1;
+       fcolor[3] = ca1 * (1.0f / 64.0f);
+       fcolor[4] = cr2 - cr1;
+       fcolor[5] = cg2 - cg1;
+       fcolor[6] = cb2 - cb1;
+       fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
+
+       R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
+
+       // look for embedded bmodels
+       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       {
+               ent = cl_brushmodel_entities[n];
+               model = ent->model;
+               if (model && model->name[0] == '*')
+               {
+                       Mod_CheckLoaded(model);
+                       if (model->brushq1.nodes)
+                       {
+                               Matrix4x4_Transform(&ent->inversematrix, origin, org);
+                               R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
+                       }
+               }
+       }
 }
 
 
@@ -425,1404 +602,1952 @@ texture_t *R_TextureAnimation (texture_t *base)
 =============================================================
 */
 
-
-extern int             solidskytexture;
-extern int             alphaskytexture;
-extern float   speedscale;             // for top sky and bottom sky
-
-extern char skyname[];
-
-float  turbsin[256] =
-{
-       #include "gl_warp_sin.h"
-};
-#define TURBSCALE (256.0 / (2 * M_PI))
-
-
-void UploadLightmaps()
+static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
 {
        int i;
-       if (nosubimage || nosubimagefragments)
+       float scale;
+       const qbyte *lm;
+       if (styles[0] != 255)
        {
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
+               for (i = 0;i < numverts;i++, c += 4)
                {
-                       if (lightmapupdate[i][0] < lightmapupdate[i][1])
+                       lm = samples + lightmapoffsets[i];
+                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
+                       VectorMA(c, scale, lm, c);
+                       if (styles[1] != 255)
                        {
-                               if(r_upload.value)
+                               lm += size3;
+                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
+                               VectorMA(c, scale, lm, c);
+                               if (styles[2] != 255)
                                {
-                                       glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                                       if (nosubimage)
-                                       {
-                                               if (lightmaprgba)
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                               else
-                                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
-                                       }
-                                       else
+                                       lm += size3;
+                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
+                                       VectorMA(c, scale, lm, c);
+                                       if (styles[3] != 255)
                                        {
-                                               if (lightmaprgba)
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 4 * lightmapupdate[i][0]));
-                                               else
-                                                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, lightmapupdate[i][0], BLOCK_WIDTH, lightmapupdate[i][1] - lightmapupdate[i][0], GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i] + (BLOCK_WIDTH * 3 * lightmapupdate[i][0]));
+                                               lm += size3;
+                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
                                        }
                                }
                        }
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
                }
        }
 }
 
-float  wvert[1024*6]; // used by the following functions
-
-extern qboolean hlbsp;
-
-void RSurf_DrawSky(msurface_t *s, int transform)
+static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
 {
-       glpoly_t *p;
        int i;
-       float *v;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (hlbsp)
-               return;
-
-       for (p=s->polys ; p ; p=p->next)
+       float diff[3], f;
+       if (fogenabled)
        {
-               if (currentskypoly < MAX_SKYPOLYS && currentskyvert + p->numverts <= MAX_SKYVERTS)
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
-                       skypoly[currentskypoly].firstvert = currentskyvert;
-                       skypoly[currentskypoly++].verts = p->numverts;
-                       if (transform)
-                       {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                               {
-                                       softwaretransform(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
-                               }
-                       }
-                       else
-                       {
-                               for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                               {
-                                       VectorCopy(v, skyvert[currentskyvert].v);
-                                       currentskyvert++;
-                               }
-                       }
+                       VectorSubtract(v, modelorg, diff);
+                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
+                       VectorScale(c, f, c);
                }
        }
+       else if (colorscale != 1)
+               for (i = 0;i < numverts;i++, c += 4)
+                       VectorScale(c, colorscale, c);
 }
 
-int RSurf_Light(int *dlightbits, glpoly_t *polys)
+static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
-       float           cr, cg, cb, radius, radius2, f, *v, *wv;
-       int                     i, a, b, lit = false;
-       unsigned int c, d;
-       dlight_t        *light;
-       vec_t           *lightorigin;
-       glpoly_t        *p;
-       for (a = 0;a < 8;a++)
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       if (fogenabled)
        {
-               if ((c = dlightbits[a]))
+               for (i = 0;i < numverts;i++, v += 3, c += 4)
                {
-                       for (b = 0, d = 1;c;b++, d <<= 1)
-                       {
-                               if (c & d)
-                               {
-                                       c -= d;
-                                       light = &cl_dlights[a * 32 + b];
-                                       lightorigin = light->origin;
-                                       cr = light->color[0];
-                                       cg = light->color[1];
-                                       cb = light->color[2];
-                                       radius = light->radius*light->radius;
-                                       radius2 = radius * 256.0f;
-                                       wv = wvert;
-                                       for (p = polys;p;p = p->next)
-                                       {
-                                               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               {
-                                                       f = VectorDistance2(wv, lightorigin);
-                                                       if (f < radius)
-                                                       {
-                                                               f = radius2 / (f + LIGHTOFFSET);
-                                                               wv[3] += cr * f;
-                                                               wv[4] += cg * f;
-                                                               wv[5] += cb * f;
-                                                               lit = true;
-                                                       }
-                                                       wv += 6;
-                                               }
-                                       }
-                               }
-                       }
+                       VectorSubtract(v, modelorg, diff);
+                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                       c[0] = r * f;
+                       c[1] = g * f;
+                       c[2] = b * f;
+                       c[3] = a;
+               }
+       }
+       else
+       {
+               for (i = 0;i < numverts;i++, c += 4)
+               {
+                       c[0] = r;
+                       c[1] = g;
+                       c[2] = b;
+                       c[3] = a;
                }
        }
-       return lit;
 }
 
-void RSurf_DrawWater(msurface_t *s, texture_t *t, int transform, int alpha)
+static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
 {
-       int             i;
-       float   os = turbsin[(int)(cl.time * TURBSCALE) & 255], ot = turbsin[(int)(cl.time * TURBSCALE + 96.0) & 255];
-       glpoly_t *p;
-       float   *v;
-       // FIXME: make fog texture if water texture is transparent?
+       int i;
+       float diff[3], f;
+       r *= colorscale;
+       g *= colorscale;
+       b *= colorscale;
+       for (i = 0;i < numverts;i++, v += 3, c += 4)
+       {
+               VectorSubtract(v, modelorg, diff);
+               f = exp(fogdensity/DotProduct(diff, diff));
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = a * f;
+       }
+}
 
-       if (s->dlightframe != r_framecount)
+static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
+{
+       float f;
+       const float *v;
+       float *c;
+       int i, l, lit = false;
+       const dlight_t *light;
+       vec3_t lightorigin;
+       for (l = 0;l < r_numdlights;l++)
        {
-               vec3_t temp;
-               // LordHavoc: fast path for no vertex lighting cases
-               if (transform)
+               if (dlightbits[l >> 5] & (1 << (l & 31)))
                {
-                       if (r_waterripple.value)
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, temp);
-                                               transpolyvert(temp[0], temp[1], temp[2] + r_waterripple.value * turbsin[(int)((temp[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((temp[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       }
-                                       transpolyend();
-                               }
-                       }
-                       else
+                       light = &r_dlight[l];
+                       Matrix4x4_Transform(matrix, light->origin, lightorigin);
+                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
                        {
-                               for (p=s->polys ; p ; p=p->next)
+                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
+                               if (f < light->rtlight.lightmap_cullradius2)
                                {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                       {
-                                               softwaretransform(v, temp);
-                                               transpolyvert(temp[0], temp[1], temp[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       }
-                                       transpolyend();
-                               }
-                       }
-               }
-               else
-               {
-                       if (r_waterripple.value)
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               transpolyvert(v[0], v[1], v[2] + r_waterripple.value * turbsin[(int)((v[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((v[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f), (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       transpolyend();
-                               }
-                       }
-                       else
-                       {
-                               for (p=s->polys ; p ; p=p->next)
-                               {
-                                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                                               transpolyvert(v[0], v[1], v[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), 128, 128, 128, alpha);
-                                       transpolyend();
+                                       f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
+                                       VectorMA(c, f, light->rtlight.lightmap_light, c);
+                                       lit = true;
                                }
                        }
                }
        }
+       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
        {
-               float *wv;
-               wv = wvert;
-               for (p = s->polys;p;p = p->next)
-               {
-                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-                       {
-                               if (transform)
-                                       softwaretransform(v, wv);
-                               else
-                                       VectorCopy(v, wv);
-                               if (r_waterripple.value)
-                                       wv[2] += r_waterripple.value * turbsin[(int)((wv[0]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * turbsin[(int)((wv[1]*(1.0f/32.0f)+cl.time) * TURBSCALE) & 255] * (1.0f / 64.0f);
-                               wv[3] = wv[4] = wv[5] = 128.0f;
-                               wv += 6;
-                       }
-               }
-               if (s->dlightframe == r_framecount)
-                       RSurf_Light(s->dlightbits, s->polys);
-               wv = wvert;
-               for (p=s->polys ; p ; p=p->next)
+               // 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)
                {
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], (v[3] + os) * (1.0f/64.0f), (v[4] + ot) * (1.0f/64.0f), wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
+                       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);
 }
 
-void RSurf_DrawWall(msurface_t *s, texture_t *t, int transform)
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
-       int             i, lit = false, polys = 0, verts = 0;
-       float   *v;
-       glpoly_t *p;
-       wallpoly_t *wp;
-       wallvert_t *out;
-       wallvertcolor_t *outcolor;
-       // check for lightmap modification
-       if (s->cached_dlight
-        || (r_dynamic.value && r_dlightmap.value && s->dlightframe == r_framecount)
-        || r_ambient.value != s->cached_ambient
-        || lighthalf != s->cached_lighthalf
-        || (r_dynamic.value
-        && ((s->styles[0] != 255 && d_lightstylevalue[s->styles[0]] != s->cached_light[0])
-        || (s->styles[1] != 255 && d_lightstylevalue[s->styles[1]] != s->cached_light[1])
-        || (s->styles[2] != 255 && d_lightstylevalue[s->styles[2]] != s->cached_light[2])
-        || (s->styles[3] != 255 && d_lightstylevalue[s->styles[3]] != s->cached_light[3]))))
-               R_UpdateLightmap(s, s->lightmaptexturenum);
-       if (r_dlightmap.value || s->dlightframe != r_framecount)
-       {
-               // LordHavoc: fast path version for no vertex lighting cases
-               wp = &wallpoly[currentwallpoly];
-               out = &wallvert[currentwallvert];
-               for (p = s->polys;p;p = p->next)
-               {
-                       if ((currentwallpoly >= MAX_WALLPOLYS) || (currentwallvert+p->numverts > MAX_WALLVERTS))
-                               return;
-                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
-                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
-                       wp->firstvert = currentwallvert;
-                       wp->numverts = p->numverts;
-                       wp->lit = lit;
-                       wp++;
-                       currentwallpoly++;
-                       currentwallvert += p->numverts;
-                       v = p->verts[0];
-                       if (transform)
-                       {
-                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
-                               {
-                                       softwaretransform(v, out->vert);
-                                       out->vert[3] = v[3];
-                                       out->vert[4] = v[4];
-                                       out->vert[5] = v[5];
-                                       out->vert[6] = v[6];
-                               }
-                       }
-                       else
-                       {
-                               /*
-                               for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, out++)
-                               {
-                                       VectorCopy(v, out->vert);
-                                       out->vert[3] = v[3];
-                                       out->vert[4] = v[4];
-                                       out->vert[5] = v[5];
-                                       out->vert[6] = v[6];
-                               }
-                               */
-                               memcpy(out, v, sizeof(vec_t) * VERTEXSIZE * p->numverts);
-                               out += p->numverts;
-                       }
-               }
+       const entity_render_t *ent = calldata1;
+       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+       rmeshstate_t m;
+       float currentalpha;
+       float base, colorscale;
+       vec3_t modelorg;
+       texture_t *texture;
+       float args[4] = {0.05f,0,0,0.04f};
+       int rendertype, turb, fullbright;
+
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       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 (surf->flags & SURF_WATERALPHA)
+               currentalpha *= r_wateralpha.value;
+
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       if (ent->effects & EF_ADDITIVE)
+       {
+               rendertype = SURFRENDER_ADD;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+       }
+       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(!(ent->effects & EF_NODEPTHTEST));
+       }
+
+       turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
+       fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+       base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
+       if (surf->flags & SURF_DRAWTURB)
+               base *= 0.5f;
+       if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               // NVIDIA Geforce3 distortion texture shader on water
+               GL_Color(1, 1, 1, currentalpha);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
+               m.tex[1] = R_GetTexture(texture->skin.base);
+               m.texcombinergb[0] = GL_REPLACE;
+               m.texcombinergb[1] = GL_REPLACE;
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               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);
+
+               qglDisable(GL_TEXTURE_SHADER_NV);
+               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
+               GL_ActiveTexture(0);
        }
        else
        {
-               float *wv;
-               wv = wvert;
-               for (p = s->polys;p;p = p->next)
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = surf->mesh.data_vertex3f;
+               m.pointer_color = varray_color4f;
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               m.tex[0] = R_GetTexture(texture->skin.base);
+               if (turb)
+               {
+                       // 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);
+               }
+               colorscale = 1;
+               if (gl_combine.integer)
                {
-                       for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
+                       m.texrgbscale[0] = 4;
+                       colorscale *= 0.25f;
+               }
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+               if (!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->samples)
+                               RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+               }
+               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+               R_Mesh_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 (texture->skin.glow)
+               {
+                       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])
                        {
-                               if (transform)
-                                       softwaretransform(v, wv);
-                               else
-                                       VectorCopy(v, wv);
-                               wv[3] = wv[4] = wv[5] = 0.0f;
-                               wv += 6;
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                               if (turb)
+                               {
+                                       // 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);
+                               }
                        }
-                       verts += p->numverts;
-                       polys++;
+                       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 ((currentwallpoly + polys > MAX_WALLPOLYS) || (currentwallvert+verts > MAX_WALLVERTS))
-                       return;
-               if ((!r_dlightmap.value) && s->dlightframe == r_framecount)
-                       lit = RSurf_Light(s->dlightbits, s->polys);
-               wv = wvert;
-               wp = &wallpoly[currentwallpoly];
-               out = &wallvert[currentwallvert];
-               outcolor = &wallvertcolor[currentwallvert];
-               currentwallpoly += polys;
-               for (p = s->polys;p;p = p->next)
-               {
-                       v = p->verts[0];
-                       wp->texnum = (unsigned short) R_GetTexture(t->texture);
-                       wp->lighttexnum = (unsigned short) (lightmap_textures + s->lightmaptexturenum);
-                       wp->glowtexnum = (unsigned short) R_GetTexture(t->glowtexture);
-                       wp->firstvert = currentwallvert;
-                       wp->numverts = p->numverts;
-                       wp->lit = lit;
-                       wp++;
-                       currentwallvert += p->numverts;
-                       for (i = 0;i < p->numverts;i++, v += VERTEXSIZE, wv += 6, out++, outcolor++)
+               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])
                        {
-                               if (lit)
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                               if (turb)
                                {
-                                       if (lighthalf)
-                                       {
-                                               outcolor->r = (byte) (bound(0, (int) wv[3] >> 1, 255));
-                                               outcolor->g = (byte) (bound(0, (int) wv[4] >> 1, 255));
-                                               outcolor->b = (byte) (bound(0, (int) wv[5] >> 1, 255));
-                                               outcolor->a = 255;
-                                       }
-                                       else
-                                       {
-                                               outcolor->r = (byte) (bound(0, (int) wv[3], 255));
-                                               outcolor->g = (byte) (bound(0, (int) wv[4], 255));
-                                               outcolor->b = (byte) (bound(0, (int) wv[5], 255));
-                                               outcolor->a = 255;
-                                       }
+                                       // 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);
                                }
-                               out->vert[0] = wv[0];
-                               out->vert[1] = wv[1];
-                               out->vert[2] = wv[2];
-                               out->vert[3] = v[3];
-                               out->vert[4] = v[4];
-                               out->vert[5] = v[5];
-                               out->vert[6] = v[6];
                        }
+                       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);
                }
        }
 }
 
-// LordHavoc: transparent brush models
-extern float modelalpha;
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+{
+       const msurface_t *surf;
+       rmeshstate_t m;
+       int lightmaptexturenum;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(texture->skin.base);
+       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
+       m.texrgbscale[1] = 2;
+       m.tex[2] = R_GetTexture(texture->skin.detail);
+       m.texrgbscale[2] = 2;
+       if (texture->skin.glow)
+       {
+               m.tex[3] = R_GetTexture(texture->skin.glow);
+               m.texcombinergb[3] = GL_ADD;
+       }
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+
+       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);
+               }
+       }
+}
 
-void RSurf_DrawWallVertex(msurface_t *s, texture_t *t, int transform, int isbmodel)
+static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int i, alpha, size3;
-       float *v, *wv, scale;
-       glpoly_t *p;
-       byte *lm;
-       alpha = (int) (modelalpha * 255.0f);
-       size3 = ((s->extents[0]>>4)+1)*((s->extents[1]>>4)+1)*3; // *3 for colored lighting
-       wv = wvert;
-       for (p = s->polys;p;p = p->next)
-       {
-               for (i = 0, v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE)
-               {
-                       if (transform)
-                               softwaretransform(v, wv);
-                       else
-                               VectorCopy(v, wv);
-                       wv[3] = wv[4] = wv[5] = r_ambient.value * 2.0f;
-                       if (s->styles[0] != 255)
-                       {
-                               lm = (byte *)((long) s->samples + (int) v[7]);
-                               scale = d_lightstylevalue[s->styles[0]] * (1.0f / 128.0f);wv[3] += lm[size3*0+0] * scale;wv[4] += lm[size3*0+1] * scale;wv[5] += lm[size3*0+2] * scale;
-                               if (s->styles[1] != 255)
-                               {
-                                       scale = d_lightstylevalue[s->styles[1]] * (1.0f / 128.0f);wv[3] += lm[size3*1+0] * scale;wv[4] += lm[size3*1+1] * scale;wv[5] += lm[size3*1+2] * scale;
-                                       if (s->styles[2] != 255)
-                                       {
-                                               scale = d_lightstylevalue[s->styles[2]] * (1.0f / 128.0f);wv[3] += lm[size3*2+0] * scale;wv[4] += lm[size3*2+1] * scale;wv[5] += lm[size3*2+2] * scale;
-                                               if (s->styles[3] != 255)
-                                               {
-                                                       scale = d_lightstylevalue[s->styles[3]] * (1.0f / 128.0f);wv[3] += lm[size3*3+0] * scale;wv[4] += lm[size3*3+1] * scale;wv[5] += lm[size3*3+2] * scale;
-                                               }
-                                       }
-                               }
-                       }
-                       wv += 6;
+       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;
+       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+
+       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;
+                       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 (s->dlightframe == r_framecount)
-               RSurf_Light(s->dlightbits, s->polys);
-       wv = wvert;
-       if (isbmodel && (currententity->render.colormod[0] != 1 || currententity->render.colormod[1] != 1 || currententity->render.colormod[2] != 1))
+}
+
+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, r_lightmapintensity, r_lightmapintensity, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               for (p = s->polys;p;p = p->next)
+               if (surf->visframe == r_framecount)
                {
-                       v = p->verts[0];
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3] * currententity->render.colormod[0], wv[4] * currententity->render.colormod[1], wv[5] * currententity->render.colormod[2], alpha);
-                       transpolyend();
+                       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);
                }
        }
+}
+
+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, r_lightmapintensity, r_lightmapintensity, 1);
        else
+               GL_Color(1, 1, 1, 1);
+       while((surf = *surfchain++) != NULL)
        {
-               for (p = s->polys;p;p = p->next)
+               if (surf->visframe == r_framecount)
                {
-                       v = p->verts[0];
-                       transpolybegin(R_GetTexture(t->texture), R_GetTexture(t->glowtexture), 0, currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-                       for (i = 0,v = p->verts[0];i < p->numverts;i++, v += VERTEXSIZE, wv += 6)
-                               transpolyvert(wv[0], wv[1], wv[2], v[3], v[4], wv[3], wv[4], wv[5], alpha);
-                       transpolyend();
+                       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);
                }
        }
 }
 
-void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model);
+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)
+               {
+                       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);
+               }
+       }
+}
 
-/*
-=================
-R_DrawBrushModel
-=================
-*/
-void R_DrawBrushModel (entity_t *e)
+static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
-       int                     i;
-       vec3_t          mins, maxs;
-       msurface_t      *s;
-       model_t         *clmodel;
-       int     rotated, vertexlit = false;
-       vec3_t          org;
+       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), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+       while((surf = *surfchain++) != NULL)
+       {
+               if (surf->visframe == r_framecount)
+               {
+                       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);
+               }
+       }
+}
 
-       currententity = e;
+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)
+               {
+                       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);
+               }
+       }
+}
 
-       clmodel = e->render.model;
+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)
+               {
+                       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);
+               }
+       }
+}
 
-       if (e->render.angles[0] || e->render.angles[1] || e->render.angles[2])
+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)
        {
-               rotated = true;
-               for (i=0 ; i<3 ; i++)
+               if (surf->visframe == r_framecount)
                {
-                       mins[i] = e->render.origin[i] - clmodel->radius;
-                       maxs[i] = e->render.origin[i] + clmodel->radius;
+                       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);
                }
        }
+}
+
+/*
+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)
        {
-               rotated = false;
-               VectorAdd (e->render.origin, clmodel->mins, mins);
-               VectorAdd (e->render.origin, clmodel->maxs, maxs);
+               if (surf->visframe == r_framecount)
+               {
+                       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);
+               }
        }
+}
+*/
 
-       if (R_VisibleCullBox (mins, maxs))
-               return;
-
-       c_bmodels++;
-
-       VectorSubtract (r_refdef.vieworg, e->render.origin, modelorg);
-       if (rotated)
+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)
        {
-               vec3_t  temp;
-               vec3_t  forward, right, up;
-
-               VectorCopy (modelorg, temp);
-               AngleVectors (e->render.angles, forward, right, up);
-               modelorg[0] = DotProduct (temp, forward);
-               modelorg[1] = -DotProduct (temp, right);
-               modelorg[2] = DotProduct (temp, up);
+               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);
+               }
        }
+}
+
+void R_UpdateTextureInfo(entity_render_t *ent)
+{
+       int i, texframe, alttextures;
+       texture_t *t;
 
-       s = &clmodel->surfaces[clmodel->firstmodelsurface];
+       if (!ent->model)
+               return;
 
-// calculate dynamic lighting for bmodel if it's not an
-// instanced model
-       for (i = 0;i < MAX_DLIGHTS;i++)
+       alttextures = ent->frame != 0;
+       texframe = (int)(cl.time * 5.0f);
+       for (i = 0;i < ent->model->brushq1.numtextures;i++)
        {
-               if (!cl_dlights[i].radius)
-                       continue;
+               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];
+       }
+}
 
-               VectorSubtract(cl_dlights[i].origin, currententity->render.origin, org);
-               R_NoVisMarkLights (org, &cl_dlights[i], 1<<(i&31), i >> 5, clmodel);
+void R_UpdateLightmapInfo(entity_render_t *ent)
+{
+       int i;
+       msurface_t *surface, **surfacechain;
+       model_t *model = ent->model;
+       if (!model)
+               return;
+       if (r_dynamic.integer && !r_rtdlight)
+               R_MarkLights(ent);
+       for (i = 0;i < model->brushq1.light_styles;i++)
+       {
+               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]];
+                       for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
+                               surface->cached_dlight = true;
+               }
        }
-       vertexlit = modelalpha != 1 || clmodel->firstmodelsurface == 0 || (currententity->render.effects & EF_FULLBRIGHT) || currententity->render.colormod[0] != 1 || currententity->render.colormod[2] != 1 || currententity->render.colormod[2] != 1;
+}
 
-       e->render.angles[0] = -e->render.angles[0];     // stupid quake bug
-       softwaretransformforentity (e);
-       e->render.angles[0] = -e->render.angles[0];     // stupid quake bug
+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;
 
-       // draw texture
-       for (i = 0;i < clmodel->nummodelsurfaces;i++, s++)
+       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++)
        {
-               if (((s->flags & SURF_PLANEBACK) == 0) == (PlaneDiff(modelorg, s->plane) >= 0))
+               if (surfacevisframes[i] == r_framecount)
                {
-//                     R_DrawSurf(s, true, vertexlit || s->texinfo->texture->transparent);
-                       if (s->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+#if !WORLDNODECULLBACKFACES
+                       // mark any backface surfaces as not visible
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                        {
-                               // sky and liquid don't need sorting (skypoly/transpoly)
-                               if (s->flags & SURF_DRAWSKY)
-                                       RSurf_DrawSky(s, true);
-                               else
-                                       RSurf_DrawWater(s, R_TextureAnimation(s->texinfo->texture), true, s->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+                               if (!(surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
                        }
                        else
                        {
-                               texture_t *t = R_TextureAnimation(s->texinfo->texture);
-                               if (vertexlit || s->texinfo->texture->transparent)
-                                       RSurf_DrawWallVertex(s, t, true, true);
-                               else
-                                       RSurf_DrawWall(s, t, true);
+                               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);
                        }
                }
        }
-       UploadLightmaps();
 }
 
-/*
-=============================================================
-
-       WORLD MODEL
-
-=============================================================
-*/
-
-int r_vismarkframecount; // bumped when going to a new PVS
+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++)
+       {
+               if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
+               {
+                       if (texture->flags & SURF_LIGHTMAP)
+                       {
+                               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 (!(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);
+                               }
+                       }
+                       else if (texture->flags & SURF_DRAWTURB)
+                       {
+                               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                               {
+                                       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);
+                                               }
+                                       }
+                               }
+                       }
+                       else if (texture->flags & SURF_DRAWSKY)
+                               RSurfShader_Sky(ent, texture, surfchain);
+               }
+       }
+}
 
-void R_MarkLeaves (void)
+static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
 {
-       byte    *vis;
-       mnode_t *node;
-       int             i;
+       int i;
+       float *v;
+       rmeshstate_t m;
+       const entity_render_t *ent = calldata1;
+       const mportal_t *portal = ent->model->brushq1.portals + calldata2;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&ent->matrix);
+
+       memset(&m, 0, sizeof(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_vieworigin, (&portal->plane)) < 0)
+       {
+               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
+                       VectorCopy(portal->points[i].position, v);
+       }
+       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);
+}
 
-       if (r_oldviewleaf == r_viewleaf)
+// LordHavoc: this is just a nice debugging tool, very slow
+static void R_DrawPortals(entity_render_t *ent)
+{
+       int i;
+       mportal_t *portal, *endportal;
+       float temp[3], center[3], f;
+       if (ent->model == NULL)
                return;
+       for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
+       {
+               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+               {
+                       VectorClear(temp);
+                       for (i = 0;i < portal->numpoints;i++)
+                               VectorAdd(temp, portal->points[i].position, temp);
+                       f = ixtable[portal->numpoints];
+                       VectorScale(temp, f, temp);
+                       Matrix4x4_Transform(&ent->matrix, temp, center);
+                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
+               }
+       }
+}
 
-       r_vismarkframecount++;
-       r_oldviewleaf = r_viewleaf;
+void R_PrepareBrushModel(entity_render_t *ent)
+{
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surf;
+       model_t *model;
+#if WORLDNODECULLBACKFACES
+       vec3_t modelorg;
+#endif
 
-       vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel);
-       
-       for (i = 0;i < cl.worldmodel->numleafs;i++)
+       // 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 (vis[i>>3] & (1<<(i&7)))
+#if WORLDNODECULLBACKFACES
+               // mark any backface surfaces as not visible
+               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                {
-                       node = (mnode_t *)&cl.worldmodel->leafs[i+1];
-                       do
-                       {
-                               if (node->vismarkframe == r_vismarkframecount)
-                                       break;
-                               node->vismarkframe = r_vismarkframecount;
-                               node = node->parent;
-                       } while (node);
+                       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_LeafWorldNode ()
+void R_SurfaceWorldNode (entity_render_t *ent)
 {
-       int l;
+       int i, *surfacevisframes, *surfacepvsframes, surfnum;
+       msurface_t *surf;
        mleaf_t *leaf;
-       msurface_t *surf, **mark, **endmark;
+       model_t *model;
+       vec3_t modelorg;
+
+       // equivilant to quake's RecursiveWorldNode but faster and more effective
+       model = ent->model;
+       if (model == NULL)
+               return;
+       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
+       surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
-       for (l = 0, leaf = cl.worldmodel->leafs;l < cl.worldmodel->numleafs;l++, leaf++)
+       for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
        {
-               if ((leaf->vismarkframe == r_vismarkframecount) && (/*leaf->efrags || */leaf->nummarksurfaces))
+               if (!R_CullBox (leaf->mins, leaf->maxs))
                {
-                       if (R_CullBox(leaf->mins, leaf->maxs))
-                               continue;
-
                        c_leafs++;
-
                        leaf->visframe = r_framecount;
+               }
+       }
 
-                       // deal with model fragments in this leaf
-//                     if (leaf->efrags)
-//                             R_StoreEfrags (&leaf->efrags);
+       for (i = 0;i < model->brushq1.pvssurflistlength;i++)
+       {
+               surfnum = model->brushq1.pvssurflist[i];
+               surf = model->brushq1.surfaces + surfnum;
+#if WORLDNODECULLBACKFACES
+               if (PlaneDist(modelorg, 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
+       }
+}
 
-                       if (leaf->nummarksurfaces)
+static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
+{
+       int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+       int n;
+       msurface_t *surf;
+#endif
+       mleaf_t *leaf, *leafstack[8192];
+       mportal_t *p;
+       vec3_t modelorg;
+       msurface_t *surfaces;
+       if (ent->model == NULL)
+               return;
+       // LordHavoc: portal-passage worldnode with PVS;
+       // follows portals leading outward from viewleaf, does not venture
+       // offscreen or into leafs that are not visible, faster than Quake's
+       // RecursiveWorldNode
+       surfaces = ent->model->brushq1.surfaces;
+       surfacevisframes = ent->model->brushq1.surfacevisframes;
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       viewleaf->worldnodeframe = r_framecount;
+       leafstack[0] = viewleaf;
+       leafstackpos = 1;
+       while (leafstackpos)
+       {
+               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--)
                        {
-                               mark = leaf->firstmarksurface;
-                               endmark = mark + leaf->nummarksurfaces;
-                               do
+#if WORLDNODECULLBACKFACES
+                               n = *mark++;
+                               if (surfacevisframes[n] != r_framecount)
                                {
-                                       surf = *mark++;
-                                       // make sure surfaces are only processed once
-                                       if (surf->worldnodeframe == r_framecount)
-                                               continue;
-                                       surf->worldnodeframe = r_framecount;
+                                       surf = surfaces + n;
                                        if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
                                        {
-                                               if (surf->flags & SURF_PLANEBACK)
-                                                       surf->visframe = r_framecount;
+                                               if ((surf->flags & SURF_PLANEBACK))
+                                                       surfacevisframes[n] = r_framecount;
                                        }
                                        else
                                        {
                                                if (!(surf->flags & SURF_PLANEBACK))
-                                                       surf->visframe = r_framecount;
+                                                       surfacevisframes[n] = r_framecount;
+                                       }
+                               }
+#else
+                               surfacevisframes[*mark++] = r_framecount;
+#endif
+                       }
+               }
+               // follow portals into other leafs
+               for (p = leaf->portals;p;p = p->next)
+               {
+                       // LordHavoc: this DotProduct hurts less than a cache miss
+                       // (which is more likely to happen if backflowing through leafs)
+                       if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
+                       {
+                               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;
+                               }
+                       }
+               }
+       }
+}
+
+void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
+{
+       int j, c, *surfacepvsframes, *mark;
+       mleaf_t *leaf;
+       model_t *model;
+
+       model = ent->model;
+       if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
+       {
+               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);
+               }
+       }
+}
+
+void R_WorldVisibility(entity_render_t *ent)
+{
+       vec3_t modelorg;
+       mleaf_t *viewleaf;
+
+       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);
+
+       if (!viewleaf)
+               return;
+
+       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
+               R_SurfaceWorldNode (ent);
+       else
+               R_PortalWorldNode (ent, viewleaf);
+
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
+}
+
+void R_Q1BSP_DrawSky(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_PrepareSurfaces(ent);
+       R_DrawSurfaces(ent, SURF_DRAWSKY);
+}
+
+void R_Q1BSP_Draw(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       c_bmodels++;
+       if (ent != &cl_entities[0].render)
+               R_PrepareBrushModel(ent);
+       R_PrepareSurfaces(ent);
+       R_UpdateTextureInfo(ent);
+       R_UpdateLightmapInfo(ent);
+       R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
+}
+
+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)
+{
+       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->nummodelsurfaces + 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->brushq1.data_leafs;leafindex < model->brushq1.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 (outclusterpvs)
+                       {
+                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                               {
+                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
+                               }
+                       }
+                       if (outsurfacepvs)
+                       {
+                               for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
+                               {
+                                       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;
+                                                               }
+                                                       }
+                                               }
                                        }
                                }
-                               while (mark < endmark);
                        }
                }
        }
-}
 
-typedef struct nodestack_s
-{
-       unsigned short side, clip;
-       mnode_t *node;
+       // 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;
 }
-nodestack_t;
 
-void R_NoVisWorldNode ()
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
 {
-       int side, c, clip;
-       nodestack_t *nstack, nodestack[8192];
-       mnode_t *node;
-       mleaf_t *pleaf;
-       msurface_t *surf, *endsurf, **mark, **endmark;
-       nstack = nodestack;
-
-       node = cl.worldmodel->nodes;
-
-       if (!node)
-               return;
-
-       clip = true;
-       while(1)
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs;
+       msurface_t *surface;
+       int surfacelistindex;
+       if (r_drawcollisionbrushes.integer < 2)
        {
-               if (node->contents < 0)
+               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++)
                {
-                       if (node->contents != CONTENTS_SOLID && R_NotCulledBox(node->mins, node->maxs))
-                       {
-                               // mark surfaces as being visible for processing by code later
-                               pleaf = (mleaf_t *)node;
-
-                               c_leafs++;
-
-                               pleaf->visframe = r_framecount;
-
-                               if (pleaf->nummarksurfaces)
-                               {
-                                       mark = pleaf->firstmarksurface;
-                                       endmark = mark + pleaf->nummarksurfaces;
-                                       do
-                                               (*mark++)->visframe = r_framecount;
-                                       while (mark < endmark);
-                               }
-
-                               // deal with model fragments in this leaf
-//                             if (pleaf->efrags)
-//                                     R_StoreEfrags (&pleaf->efrags);
-                       }
-
-culled:
-                       if (nstack <= nodestack)
-                               break;
-                       nstack--;
-                       node = nstack->node;
-                       side = nstack->side;
-                       clip = nstack->clip;
-                       goto loc0;
+                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
                }
-               else if (clip)
-               {
-                       // for easier reading, the values are:
-                       // 1 = not culled at all (very uncommon in large nodes, uncommon in medium nodes, common   in small nodes)
-                       // 2 = completely culled (uncommon      in large nodes, common   in medium nodes, uncommon in small nodes)
-                       // 3 = partially culled  (common        in large nodes, common   in medium nodes, uncommon in small nodes)
-                       if ((c = frustum[0].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[0])) == 3) goto cull1;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1])) == 3) goto cull2;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2])) == 3) goto cull3;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3])) == 3) goto cull4;else if (c == 2) goto culled;// else 1
-                       // completely onscreen, no need to cull children
-                       clip = false;
-                       goto cull4;
-                       // partially clipped node
-cull1:         if (frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1]) == 2) goto culled;// else 1 or 3
-cull2:         if (frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2]) == 2) goto culled;// else 1 or 3
-cull3:         if (frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3]) == 2) goto culled;// else 1 or 3
-cull4:         ;
-               }
-
-               c_nodes++;
-
-               // node is just a decision point, so go down the apropriate sides
-
-               // find which side of the node we are on
-               side = PlaneDist(modelorg, node->plane) < node->plane->dist;
-
-               // recurse down the children, front side first
-               nstack->node = node;
-               nstack->side = !side; // go down back side when we come back up
-               nstack->clip = clip;
-               nstack++;
-               node = node->children[side];
-               continue;
-loc0:
+               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);
+       }
+}
 
-               // draw stuff
-               if (node->numsurfaces)
+void R_Q1BSP_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;
+       int surfacelistindex;
+       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);
+               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               R_UpdateTextureInfo(ent);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
-                       endsurf = surf + node->numsurfaces;
-
-                       if (side)
+                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+                       if (r_shadow_compilingrtlight)
                        {
-                               for (;surf < endsurf;surf++)
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = -1;
+                               // 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
+                       else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
                        {
-                               for (;surf < endsurf;surf++)
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = -1;
+                               t = surface->texinfo->texture->currentframe;
+                               // FIXME: transparent surfaces need to be lit later
+                               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);
                        }
                }
-
-               // recurse down the back side
-               node = node->children[side];
-               continue;
        }
 }
 
-void R_BSPWorldNode ()
+void R_DrawCollisionBrush(colbrushf_t *brush)
 {
-       int side, c, clip/*, oldclip = r_oldclip.value*/;
-       nodestack_t *nstack, nodestack[8192];
-       mnode_t *node;
-       mleaf_t *pleaf;
-       msurface_t *surf, *endsurf, **mark, **endmark;
-       nstack = nodestack;
-
-       node = cl.worldmodel->nodes;
+       int i;
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = brush->points->v;
+       R_Mesh_State(&m);
+       i = (int)(((size_t)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_LockArrays(0, brush->numpoints);
+       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
 
-       if (!node)
+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_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)(((size_t)face) / sizeof(q3msurface_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);
+}
 
-       clip = true;
-       while(1)
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+{
+       const entity_render_t *ent = voident;
+       q3msurface_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(!(ent->effects & EF_NODEPTHTEST));
+       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)
        {
-               if (node->contents < 0)
-               {
-                       if (node->contents != CONTENTS_SOLID && R_NotCulledBox(node->mins, node->maxs))
-                       {
-                               // mark surfaces as being visible for processing by code later
-                               pleaf = (mleaf_t *)node;
-
-                               c_leafs++;
-
-                               pleaf->visframe = r_framecount;
-
-                               if (pleaf->nummarksurfaces)
-                               {
-                                       mark = pleaf->firstmarksurface;
-                                       endmark = mark + pleaf->nummarksurfaces;
-                                       do
-                                               (*mark++)->visframe = r_framecount;
-                                       while (mark < endmark);
-                               }
-
-                               // deal with model fragments in this leaf
-//                             if (pleaf->efrags)
-//                                     R_StoreEfrags (&pleaf->efrags);
-                       }
-
-culled:
-                       if (nstack <= nodestack)
-                               break;
-                       nstack--;
-                       node = nstack->node;
-                       side = nstack->side;
-                       clip = nstack->clip;
-                       goto loc0;
-               }
-               /*
-               else if (oldclip)
+               m.texrgbscale[0] = 2;
+               if (r_textureunits.integer >= 2)
                {
-                       if (R_CullBox(node->mins, node->maxs))
-                       {
-                               if (nstack <= nodestack)
-                                       break;
-                               nstack--;
-                               node = nstack->node;
-                               side = nstack->side;
-                               clip = nstack->clip;
-                               goto loc0;
-                       }
-               }
-               */
-               else if (clip)
-               {
-                       // for easier reading, the values are:
-                       // 1 = not culled at all (very uncommon in large nodes, uncommon in medium nodes, common   in small nodes)
-                       // 2 = completely culled (uncommon      in large nodes, common   in medium nodes, uncommon in small nodes)
-                       // 3 = partially culled  (common        in large nodes, common   in medium nodes, uncommon in small nodes)
-                       if ((c = frustum[0].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[0])) == 3) goto cull1;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1])) == 3) goto cull2;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2])) == 3) goto cull3;else if (c == 2) goto culled;// else 1
-                       if ((c = frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3])) == 3) goto cull4;else if (c == 2) goto culled;// else 1
-                       // completely onscreen, no need to cull children
-                       clip = false;
-                       goto cull4;
-                       // partially clipped node
-cull1:         if (frustum[1].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[1]) == 2) goto culled;// else 1 or 3
-cull2:         if (frustum[2].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[2]) == 2) goto culled;// else 1 or 3
-cull3:         if (frustum[3].BoxOnPlaneSideFunc(node->mins, node->maxs, &frustum[3]) == 2) goto culled;// else 1 or 3
-cull4:         ;
-               }
-
-               c_nodes++;
-
-               // node is just a decision point, so go down the apropriate sides
-
-               // find which side of the node we are on
-               side = PlaneDist(modelorg, node->plane) < node->plane->dist;
-
-               // recurse down the children, front side first
-               if (node->children[side]->vismarkframe == r_vismarkframecount)
-               {
-                       nstack->node = node;
-                       nstack->side = !side; // go down back side when we come back up
-                       nstack->clip = clip;
-                       nstack++;
-                       node = node->children[side];
-                       continue;
+                       m.tex[1] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+                       GL_Color(1, 1, 1, ent->alpha);
                }
-               side = !side;
-loc0:
-
-               // draw stuff
-               if (node->numsurfaces)
+               else
                {
-                       surf = cl.worldmodel->surfaces + node->firstsurface;
-                       endsurf = surf + node->numsurfaces;
-
-                       if (side)
-                       {
-                               for (;surf < endsurf;surf++)
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               surf->visframe = -1;
-                       }
+                       if (ent->alpha == 1)
+                               m.pointer_color = face->data_color4f;
                        else
                        {
-                               for (;surf < endsurf;surf++)
-                                       if (!(surf->flags & SURF_PLANEBACK))
-                                               surf->visframe = -1;
+                               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;
                        }
                }
-
-               // recurse down the back side
-               if (node->children[side]->vismarkframe == r_vismarkframecount)
+       }
+       else
+       {
+               int i;
+               for (i = 0;i < face->num_vertices;i++)
                {
-                       node = node->children[side];
-                       continue;
+                       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;
                }
-
-               if (nstack <= nodestack)
-                       break;
-               nstack--;
-               node = nstack->node;
-               side = nstack->side;
-               clip = nstack->clip;
-               goto loc0;
+               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_PortalWorldNode ()
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
 {
-       int portalstack;
-       mportal_t *p, *pstack[8192];
-       msurface_t *surf, **mark, **endmark;
-       mleaf_t *leaf;
-
-       leaf = r_viewleaf;
-       portalstack = 0;
-loc0:
-       c_leafs++;
+       int i, texturefaceindex;
+       rmeshstate_t m;
+       if (!texturenumfaces)
+               return;
+       c_faces += texturenumfaces;
+       // transparent surfaces get sorted for later drawing
+       if ((t->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+       {
+               vec3_t facecenter, center;
+               // drawing sky transparently would be too difficult
+               if (t->surfaceparms & Q3SURFACEPARM_SKY)
+                       return;
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       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;
+       }
+       // sky surfaces draw sky if needed and render themselves as a depth mask
+       if (t->surfaceparms & Q3SURFACEPARM_SKY)
+       {
+               if (skyrendernow)
+               {
+                       skyrendernow = false;
+                       if (skyrendermasked)
+                               R_Sky();
+               }
+               if (!r_q3bsp_renderskydepth.integer)
+                       return;
 
-       leaf->visframe = r_framecount;
+               R_Mesh_Matrix(&ent->matrix);
 
-       // deal with model fragments in this leaf
-//     if (leaf->efrags)
-//             R_StoreEfrags (&leaf->efrags);
+               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);
 
-       if (leaf->nummarksurfaces)
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       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);
+               }
+               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)
        {
-               mark = leaf->firstmarksurface;
-               endmark = mark + leaf->nummarksurfaces;
-               do
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       surf = *mark++;
-                       // make sure surfaces are only processed once
-                       if (surf->worldnodeframe == r_framecount)
-                               continue;
-                       surf->worldnodeframe = r_framecount;
-                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.tex[0] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+                       if (face->lightmaptexture)
                        {
-                               if (surf->flags & SURF_PLANEBACK)
-                                       surf->visframe = r_framecount;
+                               GL_Color(1, 1, 1, 1);
+                               m.pointer_color = NULL;
                        }
                        else
-                       {
-                               if (!(surf->flags & SURF_PLANEBACK))
-                                       surf->visframe = r_framecount;
-                       }
+                               m.pointer_color = face->data_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);
                }
-               while (mark < endmark);
+               return;
        }
-
-       // follow portals into other leafs
-       for (p = leaf->portals;p;p = p->next)
+       // anything else is a typical wall, lightmap * texture + glow
+       if (!(ent->flags & RENDER_LIGHT))
        {
-               if (p->past->worldnodeframe != r_framecount)
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       leaf = p->past;
-                       leaf->worldnodeframe = r_framecount;
-                       if (leaf->contents != CONTENTS_SOLID && leaf->vismarkframe == r_vismarkframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       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);
+               }
+               if (t->skin.glow)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+                       m.tex[0] = R_GetTexture(t->skin.glow);
+                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                        {
-                               pstack[portalstack++] = p;
-                               goto loc0;
-loc1:;
+                               q3msurface_t *face = texturefacelist[texturefaceindex];
+                               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                               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);
                        }
                }
+               return;
        }
-
-       if (portalstack)
+       if (r_lightmapintensity <= 0)
        {
-               p = pstack[--portalstack];
-               goto loc1;
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(0, 0, 0, 1);
+               memset(&m, 0, sizeof(m));
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       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_DrawSurfaces (void)
-{
-       msurface_t      *surf, *endsurf;
-       texture_t       *t;
-       int vertex = gl_vertex.value;
-
-       surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface];
-       endsurf = surf + cl.worldmodel->nummodelsurfaces;
-       for (;surf < endsurf;surf++)
+       else if (r_textureunits.integer >= 2 && gl_combine.integer)
        {
-               if (surf->visframe == r_framecount)
+               // dualtexture combine
+               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);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       c_faces++;
-                       if (surf->flags & (SURF_DRAWSKY | SURF_DRAWTURB))
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.tex[1] = R_GetTexture(face->lightmaptexture);
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+                       m.texrgbscale[1] = 2;
+                       if (face->lightmaptexture)
                        {
-                               // sky and liquid don't need sorting (skypoly/transpoly)
-                               if (surf->flags & SURF_DRAWSKY)
-                                       RSurf_DrawSky(surf, false);
-                               else
-                                       RSurf_DrawWater(surf, R_TextureAnimation(surf->texinfo->texture), false, surf->flags & SURF_DRAWNOALPHA ? 255 : wateralpha);
+                               GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+                               m.pointer_color = NULL;
                        }
+                       else if (r_lightmapintensity == 1)
+                               m.pointer_color = face->data_color4f;
                        else
                        {
-                               t = R_TextureAnimation(surf->texinfo->texture);
-                               if (vertex)
-                                       RSurf_DrawWallVertex(surf, t, false, false);
-                               else
-                                       RSurf_DrawWall(surf, t, false);
+                               m.pointer_color = varray_color4f;
+                               for (i = 0;i < face->num_vertices;i++)
+                               {
+                                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * r_lightmapintensity;
+                                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * r_lightmapintensity;
+                                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * r_lightmapintensity;
+                                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
+                               }
                        }
+                       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_DrawPortals()
-{
-       int drawportals, i, r, g, b;
-       mleaf_t *leaf, *endleaf;
-       mportal_t *portal;
-       mvertex_t *point, *endpoint;
-       drawportals = (int)r_drawportals.value;
-       if (drawportals < 1)
-               return;
-       leaf = cl.worldmodel->leafs;
-       endleaf = leaf + cl.worldmodel->numleafs;
-       for (;leaf < endleaf;leaf++)
-       {
-               if (leaf->visframe == r_framecount && leaf->portals)
-               {
-                       i = leaf - cl.worldmodel->leafs;
-                       r = (i & 0x0007) << 5;
-                       g = (i & 0x0038) << 2;
-                       b = (i & 0x01C0) >> 1;
-                       portal = leaf->portals;
-                       while (portal)
-                       {
-                               transpolybegin(0, 0, 0, TPOLYTYPE_ALPHA);
-                               point = portal->points;
-                               endpoint = point + portal->numpoints;
-                               for (;point < endpoint;point++)
-                                       transpolyvertub(point->position[0], point->position[1], point->position[2], 0, 0, r, g, b, 32);
-                               transpolyend();
-                               portal = portal->next;
-                       }
+       else
+       {
+               // single texture
+               GL_DepthMask(true);
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               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->data_texcoordlightmap2f;
+                       if (face->lightmaptexture)
+                               m.pointer_color = NULL;
+                       else
+                               m.pointer_color = face->data_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);
+               }
+               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+               GL_DepthMask(false);
+               GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               {
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       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);
                }
        }
-}
-
-/*
-=============
-R_DrawWorld
-=============
-*/
-void R_DrawWorld (void)
-{
-       entity_t        ent;
-
-       wateralpha = bound(0, r_wateralpha.value*255.0f, 255);
-
-       memset (&ent, 0, sizeof(ent));
-       ent.render.model = cl.worldmodel;
-       ent.render.colormod[0] = ent.render.colormod[1] = ent.render.colormod[2] = 1;
-       modelalpha = ent.render.alpha = 1;
-       ent.render.scale = 1;
-
-       VectorCopy (r_refdef.vieworg, modelorg);
-
-       currententity = &ent;
-
-       softwaretransformidentity(); // LordHavoc: clear transform
-
-       if (cl.worldmodel)
+       if (r_ambient.value)
        {
-               if (r_novis.value || !r_viewleaf->compressed_vis)
-                       R_NoVisWorldNode ();
-               else
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+               GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.base);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       R_MarkLeaves ();
-                       if (r_portalworldnode.value)
-                               R_PortalWorldNode ();
-                       else if (r_leafworldnode.value)
-                               R_LeafWorldNode ();
-                       else
-                               R_BSPWorldNode ();
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       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);
                }
        }
-
-       R_PushDlights (); // now mark the lit surfaces
-
-       R_DrawSurfaces ();
-
-       R_DrawPortals ();
-}
-
-/*
-=============================================================================
-
-  LIGHTMAP ALLOCATION
-
-=============================================================================
-*/
-
-// returns a texture number and the position inside it
-int AllocBlock (int w, int h, short *x, short *y)
-{
-       int             i, j;
-       int             best, best2;
-       int             texnum;
-
-       for (texnum = 0;texnum < MAX_LIGHTMAPS;texnum++)
+       if (t->skin.glow)
        {
-               best = BLOCK_HEIGHT;
-
-               for (i = 0;i < BLOCK_WIDTH - w;i += lightmapalign) // LordHavoc: NVIDIA has broken subimage, so align the lightmaps
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_Color(1, 1, 1, 1);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(t->skin.glow);
+               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
                {
-                       best2 = 0;
-
-                       for (j=0 ; j<w ; j++)
-                       {
-                               if (allocated[texnum][i+j] >= best)
-                                       break;
-                               if (allocated[texnum][i+j] > best2)
-                                       best2 = allocated[texnum][i+j];
-                       }
-                       if (j == w)
-                       {       // this is a valid spot
-                               *x = i;
-                               *y = best = best2;
-                       }
+                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+                       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);
                }
+       }
+}
 
-               if (best + h > BLOCK_HEIGHT)
-                       continue;
-
-               if (nosubimagefragments || nosubimage)
+void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
+{
+       int i, ti, flagsmask, flags;
+       q3msurface_t *face;
+       model_t *model;
+       q3mtexture_t *t;
+       const int maxfaces = 1024;
+       int numfaces = 0;
+       q3msurface_t *facelist[1024];
+       R_Mesh_Matrix(&ent->matrix);
+       model = ent->model;
+       flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
+       if (skyfaces)
+               flags = Q3SURFACEFLAG_SKY;
+       else
+               flags = 0;
+       if (ent == &cl_entities[0].render)
+       {
+               int j;
+               q3mleaf_t *leaf;
+               R_Surf_ClearSurfaceVisible(cl.worldmodel->brushq3.num_faces);
+               for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
                {
-                       if (!lightmaps[texnum])
+                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               lightmaps[texnum] = qmalloc(BLOCK_WIDTH*BLOCK_HEIGHT*4);
-                               memset(lightmaps[texnum], 0, BLOCK_WIDTH*BLOCK_HEIGHT*4);
+                               c_leafs++;
+                               for (i = 0;i < leaf->numleaffaces;i++)
+                                       r_surf_surfacevisible[leaf->firstleaffacenum[i]] = 1;
                        }
                }
-               // LordHavoc: clear texture to blank image, fragments are uploaded using subimage
-               else if (!allocated[texnum][0])
+               for (ti = 0, t = model->brushq3.data_textures;ti < model->brushq3.num_textures;ti++, t++)
                {
-                       byte blank[BLOCK_WIDTH*BLOCK_HEIGHT*4];
-                       memset(blank, 0, sizeof(blank));
-                       if(r_upload.value)
+                       if ((t->surfaceflags & flagsmask) == flags)
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + texnum);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank);
-                               else
-                                       glTexImage2D (GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, blank);
+                               numfaces = 0;
+                               for (i = 0;i < t->numfaces;i++)
+                               {
+                                       if (r_surf_surfacevisible[t->facenumlist[i]])
+                                       {
+                                               face = t->facelist[i];
+                                               if (!R_CullBox(face->mins, face->maxs))
+                                               {
+                                                       if (numfaces >= maxfaces)
+                                                       {
+                                                               if (numfaces)
+                                                                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+                                                               numfaces = 0;
+                                                       }
+                                                       facelist[numfaces++] = face;
+                                               }
+                                       }
+                               }
+                               if (numfaces)
+                                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
                        }
                }
-
-               for (i = 0;i < w;i++)
-                       allocated[texnum][*x + i] = best + h;
-
-               return texnum;
        }
-
-       Host_Error ("AllocBlock: full, unable to find room for %i by %i lightmap", w, h);
-       return 0;
-}
-
-
-mvertex_t      *r_pcurrentvertbase;
-model_t                *currentmodel;
-
-int    nColinElim;
-
-/*
-================
-BuildSurfaceDisplayList
-================
-*/
-void BuildSurfaceDisplayList (msurface_t *fa)
-{
-       int                     i, j, lindex, lnumverts;
-       medge_t         *pedges, *r_pedge;
-       int                     vertpage;
-       float           *vec;
-       float           s, t;
-       glpoly_t        *poly;
-
-// reconstruct the polygon
-       pedges = currentmodel->edges;
-       lnumverts = fa->numedges;
-       vertpage = 0;
-
-       //
-       // draw texture
-       //
-       poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
-       poly->next = fa->polys;
-       poly->flags = fa->flags;
-       fa->polys = poly;
-       poly->numverts = lnumverts;
-
-       for (i=0 ; i<lnumverts ; i++)
+       else
        {
-               lindex = currentmodel->surfedges[fa->firstedge + i];
-
-               if (lindex > 0)
-               {
-                       r_pedge = &pedges[lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[0]].position;
-               }
-               else
+               t = NULL;
+               numfaces = 0;
+               for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                {
-                       r_pedge = &pedges[-lindex];
-                       vec = r_pcurrentvertbase[r_pedge->v[1]].position;
-               }
-               s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
-               t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
-
-               VectorCopy (vec, poly->verts[i]);
-               poly->verts[i][3] = s / fa->texinfo->texture->width;
-               poly->verts[i][4] = t / fa->texinfo->texture->height;
-
-               //
-               // lightmap texture coordinates
-               //
-               s -= fa->texturemins[0];
-               t -= fa->texturemins[1];
-               s += 8;
-               t += 8;
-               // LordHavoc: calc lightmap data offset
-               j = (bound(0l, (int)t>>4, fa->extents[1]>>4) * ((fa->extents[0]>>4)+1) + bound(0l, (int)s>>4, fa->extents[0]>>4)) * 3;
-               poly->verts[i][7] = j;
-               s += fa->light_s*16;
-               s /= BLOCK_WIDTH*16; //fa->texinfo->texture->width;
-
-               t += fa->light_t*16;
-               t /= BLOCK_HEIGHT*16; //fa->texinfo->texture->height;
-
-               poly->verts[i][5] = s;
-               poly->verts[i][6] = t;
-       }
-
-       //
-       // remove co-linear points - Ed
-       //
-       /*
-       if (!gl_keeptjunctions.value)
-       {
-               for (i = 0 ; i < lnumverts ; ++i)
-               {
-                       vec3_t v1, v2;
-                       float *prev, *this, *next;
-
-                       prev = poly->verts[(i + lnumverts - 1) % lnumverts];
-                       this = poly->verts[i];
-                       next = poly->verts[(i + 1) % lnumverts];
-
-                       VectorSubtract( this, prev, v1 );
-                       VectorNormalize( v1 );
-                       VectorSubtract( next, prev, v2 );
-                       VectorNormalize( v2 );
-
-                       // skip co-linear points
-                       #define COLINEAR_EPSILON 0.001
-                       if ((fabs( v1[0] - v2[0] ) <= COLINEAR_EPSILON) &&
-                               (fabs( v1[1] - v2[1] ) <= COLINEAR_EPSILON) && 
-                               (fabs( v1[2] - v2[2] ) <= COLINEAR_EPSILON))
+                       if ((face->texture->surfaceflags & flagsmask) == flags)
                        {
-                               int j;
-                               for (j = i + 1; j < lnumverts; ++j)
+                               if (t != face->texture || numfaces >= maxfaces)
                                {
-                                       int k;
-                                       for (k = 0; k < VERTEXSIZE; ++k)
-                                               poly->verts[j - 1][k] = poly->verts[j][k];
+                                       if (numfaces)
+                                               R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+                                       numfaces = 0;
+                                       t = face->texture;
                                }
-                               --lnumverts;
-                               ++nColinElim;
-                               // retry next vertex next time, which is now current vertex
-                               --i;
+                               facelist[numfaces++] = face;
                        }
                }
+               if (numfaces)
+                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
        }
-       */
-       poly->numverts = lnumverts;
 }
 
-/*
-========================
-GL_CreateSurfaceLightmap
-========================
-*/
-void GL_CreateSurfaceLightmap (msurface_t *surf)
+void R_Q3BSP_DrawSky(entity_render_t *ent)
 {
-       int             smax, tmax;
-
-       if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
-               return;
-
-       smax = (surf->extents[0]>>4)+1;
-       tmax = (surf->extents[1]>>4)+1;
+       if (r_drawcollisionbrushes.integer < 2)
+               R_Q3BSP_DrawFaces(ent, true);
+}
 
-       surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
-       if (nosubimage || nosubimagefragments)
-               return;
-       glBindTexture(GL_TEXTURE_2D, lightmap_textures + surf->lightmaptexturenum);
-       smax = ((surf->extents[0]>>4)+lightmapalign) & lightmapalignmask;
-       if (lightmaprgba)
-       {
-               R_BuildLightMap (surf, templight, smax * 4);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGBA, GL_UNSIGNED_BYTE, templight);
-       }
-       else
+void R_Q3BSP_Draw(entity_render_t *ent)
+{
+       if (r_drawcollisionbrushes.integer < 2)
+               R_Q3BSP_DrawFaces(ent, false);
+       if (r_drawcollisionbrushes.integer >= 1)
        {
-               R_BuildLightMap (surf, templight, smax * 3);
-               if(r_upload.value)
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, surf->light_s, surf->light_t, smax, tmax, GL_RGB , GL_UNSIGNED_BYTE, templight);
+               int i;
+               model_t *model = ent->model;
+               q3msurface_t *face;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               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);
        }
 }
 
-
-/*
-==================
-GL_BuildLightmaps
-
-Builds the lightmap texture
-with all the surfaces from all brush models
-==================
-*/
-void GL_BuildLightmaps (void)
+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, j;
-       model_t *m;
-
-       memset (allocated, 0, sizeof(allocated));
-
-       r_framecount = 1;               // no dlightcache
-
-       if (gl_nosubimagefragments.value)
-               nosubimagefragments = 1;
-       else
-               nosubimagefragments = 0;
-
-       if (gl_nosubimage.value)
-               nosubimage = 1;
-       else
-               nosubimage = 0;
-
-       if (gl_lightmaprgba.value)
+       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];
+       q3msurface_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->nummodelsurfaces + 7) >> 3);
+       if (model == NULL)
        {
-               lightmaprgba = true;
-               lightmapbytes = 4;
+               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++)
        {
-               lightmaprgba = false;
-               lightmapbytes = 3;
+               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 (outclusterpvs)
+                       {
+                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                               {
+                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
+                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
+                               }
+                       }
+                       if (outsurfacepvs)
+                       {
+                               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;
+                                                               }
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+               }
        }
 
-       // LordHavoc: NVIDIA seems to have a broken glTexSubImage2D,
-       //            it needs to be aligned on 4 pixel boundaries...
-       //            so I implemented an adjustable lightmap alignment
-       if (gl_lightmapalign.value < 1)
-               gl_lightmapalign.value = 1;
-       if (gl_lightmapalign.value > 16)
-               gl_lightmapalign.value = 16;
-       lightmapalign = 1;
-       while (lightmapalign < gl_lightmapalign.value)
-               lightmapalign <<= 1;
-       gl_lightmapalign.value = lightmapalign;
-       lightmapalignmask = ~(lightmapalign - 1);
-       if (nosubimagefragments || nosubimage)
-       {
-               lightmapalign = 1;
-               lightmapalignmask = ~0;
-       }
+       // 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]);
 
-       if (!lightmap_textures)
-               lightmap_textures = R_GetTextureSlots(MAX_LIGHTMAPS);
+       *outnumclusterspointer = outnumclusters;
+       *outnumsurfacespointer = outnumsurfaces;
+}
 
-       for (j=1 ; j<MAX_MODELS ; j++)
+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;
+       q3msurface_t *surface;
+       int surfacelistindex;
+       if (r_drawcollisionbrushes.integer < 2)
        {
-               m = cl.model_precache[j];
-               if (!m)
-                       break;
-               if (m->name[0] == '*')
-                       continue;
-               r_pcurrentvertbase = m->vertexes;
-               currentmodel = m;
-               for (i=0 ; i<m->numsurfaces ; i++)
+               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++)
                {
-                       if ( m->surfaces[i].flags & SURF_DRAWTURB )
-                               continue;
-                       if ( m->surfaces[i].flags & SURF_DRAWSKY )
-                               continue;
-                       GL_CreateSurfaceLightmap (m->surfaces + i);
-                       BuildSurfaceDisplayList (m->surfaces + i);
+                       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->surfaceparms & Q3SURFACEPARM_TRANS))
+                               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
+               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);
        }
+}
 
-       if (nosubimage || nosubimagefragments)
+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)
+{
+       model_t *model = ent->model;
+       vec3_t lightmins, lightmaxs, modelorg;
+       q3msurface_t *surface;
+       int surfacelistindex;
+       if (r_drawcollisionbrushes.integer < 2)
        {
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+1);
-               for (i = 0;i < MAX_LIGHTMAPS;i++)
+               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);
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       if (!allocated[i][0])
-                               break;
-                       lightmapupdate[i][0] = BLOCK_HEIGHT;
-                       lightmapupdate[i][1] = 0;
-                       if(r_upload.value)
+                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+                       if (r_shadow_compilingrtlight)
                        {
-                               glBindTexture(GL_TEXTURE_2D, lightmap_textures + i);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-                               if (lightmaprgba)
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, lightmaps[i]);
-                               else
-                                       glTexImage2D(GL_TEXTURE_2D, 0, 3, BLOCK_WIDTH, BLOCK_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, lightmaps[i]);
+                               // 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);
                }
-               if(r_upload.value)
-                       if (gl_mtexable)
-                               qglSelectTexture(gl_mtex_enum+0);
        }
 }
 
+static void gl_surf_start(void)
+{
+       r_surf_mempool = Mem_AllocPool("gl_rsurf", 0, NULL);
+       r_surf_surfacevisiblelimit = 65536;
+       r_surf_surfacevisible = Mem_Alloc(r_surf_mempool, r_surf_surfacevisiblelimit);
+}
+
+static void gl_surf_shutdown(void)
+{
+       r_surf_surfacevisiblelimit = 0;
+       r_surf_surfacevisible = NULL;
+       Mem_FreePool(&r_surf_mempool);
+}
+
+static void gl_surf_newmap(void)
+{
+}
+
+void GL_Surf_Init(void)
+{
+       int i;
+       dlightdivtable[0] = 4194304;
+       for (i = 1;i < 32768;i++)
+               dlightdivtable[i] = 4194304 / (i << 7);
+
+       Cvar_RegisterVariable(&r_ambient);
+       Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_testvis);
+       Cvar_RegisterVariable(&r_floatbuildlightmap);
+       Cvar_RegisterVariable(&r_detailtextures);
+       Cvar_RegisterVariable(&r_surfaceworldnode);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
+       Cvar_RegisterVariable(&gl_lightmaps);
+
+       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+}
+